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  1. =================================== Tuono e Fulmine =================================== Difficulty: PotD v.1.1.0.0035 -------------------------------------------------------------- Class: Herald (Frermas mes Canc Suolias + Chanter) -------------------------------------------------------------- Race: Avian Godlike -------------------------------------------------------------- Background: Vailian Republics (Soldier) -------------------------------------------------------------- Stats (char creation, no Berath's Blessings): MIG: 12 CON: 13 DEX: 11 PER: 14 INT: 13 RES: 15 -------------------------------------------------------------- Important Skills: Athletics, Intimidation -------------------------------------------------------------- Abilities (a=auto, r=recommended, !=important) PL1 Paladin Sworn Enemy (a) Wrath of Five Suns (a) Flames of Devotion (a) (!) Deep Faith Chanter Blessed was Wengridh (a) (!) Not Felled by the Axe, Nor Broken by the Storm (a) Common Fast Runner (!) PL2 Paladin Zealous Aura (!) Divine Purpose Chanter At the Sound of his Voice, the Killers Froze Stiff ® Common Two Handed Style ® PL3 Paladin Eternal Devotion (!) Aegis of Loyalty (!) Glorious Beacon ® Chanter The Fox from the Farmer did Run and Leap (!) PL4 Paladin Exalted Charge (!) Scion of Flame (!) Chanter ...And Their Fear Followed Them into Foothills (!) Common Tumbling (!) PL5 Paladin Inspired Beacon ® Righteous Soul Abjuration Chanter ...Nor Flame, Nor Thrusted Blade PL6 Paladin Virtuous Triumph Chanter They Shielded Their Eyes 'Gainst the Fampyr's Gaze (!) Old Siec Would Not Rest til' His Hunger Was Sated Their Champion Braved The Horde Alone ® PL7 Paladin Sacred Immolation Chanter Boil Their Flesh from Skin to Bone Many Lives Pass By, Each Leaving Footprints --------------------------------------------------------------- Items (*=additional enchantments; !=important, r=recommended): Weapon set 1: Whispers of the Endless Paths (Offensive Parry*!, Spinning Assault*!) (!) Weapon set 2: Kitchen Stove (Thunderous Report*!) (!), Xefa's Empirical Explication (Inexplicable Mass*, Open Choke*) Chest: Nomad's Brigandine (Feigned Retreat*!, Head of the Column*!) (!) Helmet: N/A Amulet: Heart-Chime Amulet (Winged Steps) (!) Cloak: The Magnificent Escape Cape (!) Gloves: Gatecrashers (!) Ring: Ring of the Solitary Wanderer ® Ring: Chameleon's Touch ® Belt: Gwyn's Bridal Garter ® Boots: Boots of Speed (!) ----------------------------------------------------------------- Tuono e Fulmine (Thunder and Lightning) is a build designed specifically for Pallegina, geared for battle tactics that synergize as perfectly as possible with her unique racial abilities. With this build, Pallegina is able to hit like Thunder, and strike swift as Lightning. Thunder The first seconds of the battle is Pallegina's "Thunder" phase, which involves her use of the Kitchen Stove and Xefa's Empirical Explications blunderbusses. This is where a part of her racial comes into play; Vigilant Quarry gives her Resistance to Intellect and (more importantly) Perception Afflictions, and what this means is that she can use the Powder Burns Blunderbuss modal without drawbacks, since it cancels the Distracted status with each and every shot. This makes Pallegina a natural blunderbuss wielder, as there is no reason for her not to use the modal. After marking a target with Wrath of Five Suns for the increased Accuracy, Pallegina's next move would be to use Eternal Devotion on that same target, which makes her do a Full Attack with double Burn bonuses (Powder Burns + Eternal Devotion) at the target, and gives her a Burn lash on her attacks for the next little while. But once she has discharged both shots, it is possible to make her fire a third shot immediately afterwards. The trick is Kitchen Stove's enchantment, Thunderous Report; apart from being thematic to the build, this ability allows Pallegina to do massive amounts of terrible, terrible damage once every encounter. Command her to use Thunderous Report immediately after she's completed her Eternal Devotion shots, and you can get results like this; Afterwards, this is typically when Pallegina should transition into the "Lightning" phase for the rest of the battle. However, she does not have to stay there indefinitely (although that's how it usually works out in most encounters); in certain circumstances, where ordering Pallegina into melee combat is either infeasible or unnecessary, she can always transition back to the "Thunder" phase to feed the enemy another barrage of burning shot, and/or refresh her Eternal Devotion at the same time. Lightning The "Lightning" phase is centered around the Whispers of the Endless Paths greatsword, and more specifically its Offensive Parry enchantment. The core of the idea is that Pallegina would make her enemies miss their attacks against her, and retaliate with alacrity. But to make that happen, she would need fairly high Deflection. And as it so happens, she can achieve that specifically by provoking Disengagement attacks, provided she had the right setup. And said setup includes the following; the Zealous Charge Paladin aura, the Fox from the Farmer Chant, the Tumbling passive, The Magnificent Escape Cape, and the Boots of Speed all provide Disengagement Defense. In addition, the Nomad's Brigandine with the Feigned Retreat enchantment not only lowers whatever damage Pallegina might take from a successful Disengagement attack, but gives her another shot at retaliating against the one making the attempt. But the one thing that makes Pallegina uniquely suited for this strategy is the Heart-Chime Amulet; equipped on her, the Winged Steps trait gives her even more Disengagement Defense. And as of the time of writing, there is no helmet that offers the same bonus, nor is there any amulet - not even the Heart-Chime Amulet itself - that does the same, even for any other Godlike. As the sole playable Avian Godlike in the whole game, Pallegina enjoys an edge that no other Companion, Sidekick, hireling, or even the Watcher him/herself can match when it comes to provoking Disengagement attacks and retaliating accordingly. And that's how you get her doing things like this; Couple that with the Stride boosts from Zealous Charge, Boots of Speed, Fast Runner, Winged Steps, and Blessed was Wengridh, and you have a recipe for a Herald who zips across the battlefield faster than anyone else, counterattacks anyone who tries to take a shot at her, and can always be counted upon to position herself wherever you need her; in short, she strikes like Lightning. Final Thoughts This build is so suited to Pallegina's unique strengths, I consider it my headcanon for her setup and will use it for all future playthroughs. Feel free to have fun with this one.
  2. A frigid soul in a cold barren land. She wanders around aimlessly, unknowingly guided by the Cosmo. Always alone but determined, she gazes towards the coal-black unflinching sky, her treasured flute by her side. At a distance spanning mountains wide, there is fire and warmth. A caravan can be seen, perched upon the snow capped mountains, the smell of barley and ale, the jovial atmosphere and the loud chattering of kith resting after a long day's travel. Unmistakably, the group of kith starts hearing a faint but sonorous melody. Not a second too long, a thunderous parade of jagged streaks can be seen painting blue the once austere sky. They jolt gently like falling Sakura leaves, chaotic but peaceful. The once loud chattering of the kith folk stops abruptly as if time itself has stopped. Even the previously biting gale lays still, replaced by the thunderous echoes of a forgotten past yearning for a distant future. As abrupt as it came, the spectacle ceases to exist. The void replaced by stars, slowly forming in the sky. And just like that, this band of weary travelers have bared witness to a famous bard's tale only thought to have been a legend. 1. Watch these Gameplay Videos first before you read on https://www.youtube.com/watch?v=sSX6l2QgP2o 2. Required Mods Mod: Level Scaling Mod Why? We want the game to be harder so it will be more satisfying to beat. We want to DL the file called, "Level Scaling Mod" under the old files section. This is because the new mod file got tuned down as a response to the 1.1 patch which increased the game difficulty. We want the original file. https://www.nexusmods.com/pillarsofeternity2/mods/24?tab=files Mod: Afflictions and Inspirations Mod Why? This is just an optional mod but it really improves the UI of the game. It's much cleaner to look at and much more informative than the standard base UI the game comes with. https://www.nexusmods.com/pillarsofeternity2/mods/32 3. Character Creation Race: Pale Elf Why? I just like the way they look. Also, *whispers* Class Selection: Devoted Fighter + Nalpazca Monk Why Devoted? This build has a 46% chance to crit so having that +25% crit damage would prove useful. That's not even the best part. Why we pick Devoted is because of the +2 penetration we get. Since we will be playing on POTD and since we will be using a Blunderbuss (low base pen), we will need as much armor pen as we can get. Why Nalpazca? It's miles ahead in comparison to any other monk subclass. This is because Helwalker makes us too squishy, Shattered is a no go because we need max wounds to take advantage of Turning Wheel and No Subclass gives us no benefit. Nalpazca on the other hand offers us a substantial benefit (+10 pl to drugs) with an easily fixed penalty (we need to take drugs). Also, Drugs are ridiculously good! Attributes: Without/With Berath's Blessing Mig 8 -> 10 Con 8 -> 10 Dex 18 -> 20 Per 18 -> 20 Int 18 -> 20 Res 8 -> 10 Why we only need few of might, constitution or resolve? Our weapon (Blunderbuss) has a low base damage so +% damage from might is not that attractive, the +% healing we get is ok but we have enough ways to keep ourselves healthy. We will have enough defense rating (deflection, fortitude, reflex, will) to offset our non-investment in constitution. Resolve gives us an ok amount of deflection. We also have sufficient tools to lower hostile effect duration through Ring of Solitary Wanderer (-35% hostile effect duration) and Clarity of Agony (-5 sec Duration of hostile effects, -50% Hostile effect duration for 20.0 sec). Why we need a lot of dexterity, perception and intellect? We need dex to attack fast so we can keep procing Avenging Storm which is the reason for this build. Perception is the king of stats, especially in POTD. We want to hit enemies. As a side benefit, both dexterity and perception increases our reflex defense. With sky-high reflex, plenty of the heavy hitting enemy ranged aoe damage will miss us leaving enemies to rely on their puny basic attacks to do damage on us. Enemy spells shouldn't be an issue either as we have enough will to resist it. The reason why we max intellect is for the increased duration in our abilities, scrolls, and drugs. This is more valuable than it sounds! Culture: The White that Wends Mystic Why? Mainly for the Lore. Also, Mystic gives us +1 to Arcana (the active skill we are going to max). Weapon Proficiency: Blunderbuss Why? We will be using Kitchen Stove which is a Blunderbuss. Active Skill: Max Arcana Why? Arcana along with Alchemy are straight-up bonkers as of patch 1.1. +1 Arcana is equivalent to +1 to power level of scrolls. We will be taking advantage of all the scrolls we can find/craft to unleash hell towards our enemies. Avenging Storm is our bread and butter. Passive Skill: Max History Why? We will be using the The Giftbearer's Cloth (+5 all defenses except deflection, increases with the History skill). 4. Equipment and Consumables Equipment: Helmet- Pearlescent Helm or Death's Maw (you can use whatever for this) Necklace - Bonesetter's Torc (for the +5% crit, +10% healing done and injury removal) Armor - Devil of Caroc Breastplate (still the best armor in-game despite the nerf imho) Ring Slot 1 - Ring of Solitary Wanderer (for the -35% harmful duration) Boots - Footprints of Ahu Taka (for the +2 dex and +10% healing done) Cape - The Giftbearer's Cloth (still gives a lot of defenses despite the nerf, +15 at 20 History) Gloves - Firethrower's Gloves (has everything we need for this build, +2 dex and +1 Arcana) Ring Slot 2 - Entonia Signet Ring (you can use whatever for this) Belt - Upright Captain's Belt (for the immunity to push/pull effects) Pet - Abraham (reduces recovery speed by a lot, best pet in-game imho) Weapon: Kitchen Stove - We want to use a Blunderbuss for its multi-shot passive. Kitchen Stove just happens to be the best Blunderbuss. Note# We want the modal on as it does crazy AOE damage. Its negative effect is offset by Intuitive from Disciplined Strikes. Note# The optimal enchantments are Frantic Reload and Wild Barrage. Food: Hot Razor Skewers is really good as it gives us +2 might, +2 pen and +1 to power level. Any other food should be fine as well. Note# Captain's Banquet +20% action speed bonus overrides the action speed bonus of our abilities. They don't stack together. Note# Captain's Banquet +20% dmg with spells doesn't work with Avenging Storm for some reason. Note# Crusted Swordfish +2 pen with spells doesn't work with Avenging Storm for some reason. Drugs: Deadeye is excellent for this build as it gives us accuracy as well as the % interrupt that gets pretty crazy due to multi-shot (Blunderbuss passive). Note# Coral Snuff is not good because its action speed bonus overrides the action speed bonus of our abilities. They don't stack together. Note# For hard encounters, use Deadeye. For general encounters, use any other drugs or even no drugs at all. Scrolls: Scroll of Avenging Storm - Our bread and butter. This is the reason why this build exists. Nuff Said. Scroll of Circle of Protection - Increases our defenses by 15 until combat ends. This is pretty crazy huh? Scroll of Moonwell - Increases our defenses by 10 and gives us a huge amount of constant healing (26.2hp per 3 seconds) for a long duration (40.5s). Scroll of Withdraw - We will only use this as a last resort. It makes us untargetable while healing us but we are stunned for the duration. Note# I only use these set of scrolls for hard encounters. For general encounters, use any other scrolls or even no scrolls at all. Note# No matter how much fun it is to always use Avenging Storm, I only use it when I actually need it. Use it sparingly as it's hard to craft. Note# I'm not using Scroll of Meteor Shower and Scroll of Great Maelstrom because they just one shot everything with maxed out Arcana. 5. Abilities Abilities by level guide: 2. Lesser Wounds 3. Fast Runner 4. Fighter Stances + 1H Style (+20% critical chance is crazy good) 5. Determination (amazing tanking passive) 6. Confident Aim 7. Disciplined Strikes + Lightning Strikes (core abilities of this build) 8. Rapid Recovery 9. Clarity of Agony (really good against strong damage over time) 10. Vigorous Defense + Thunderous Blows (+2 pen applies to Avenging Storm) 11. Duality of Mortal Presence 12. Crucible of Suffering (amazing tanking passive) 13. Conqueror Stance (+10 to accuracy/deflection is nuts) + Enlightened Agony (we love intellect) 14. Armored Grace 15. Enervating Blows (super useful against enemies that heal) 16. Refreshing Defense + Turning Wheel (we love intellect) 17. Body Control (resistance to might affliction) 18. Unstoppable (resistance to dex affliction) 19. Snake's Reflex + Bear's Fortitude (more defenses) 20. Uncanny Luck AI Behavior Script:
  3. Class: Street Fighter/Troubadour Race: Human or Fire Godlike Background: Aedyr - Hunter DIfficulty: PotD Solo: No Descriptor: This build using key gear, Persistent Distraction, and Chanter phrases simultaneously boosts the player's defenses and Armor Rating as they take damage in order to stay in the Bloodied state (required by Street Fighter) with relative safety. Simultaneously it focuses on doing most of its damage via DoTs so you can hit an enemy once, and watch it die while you focus on the next enemy. You have one CC, a couple of buffs, and a great deal of debuffing in your Phrases. All enemies Engaged with this Tank do less damage, and because Persistent Distraction lowers Perception they are Distracted and Flanked for Sneak Attack damage. Combined with Phrase The Long Night's Drink which lowers their Con by 5, might by 2, and reduces healing by 50% the enemies die easily, and they do very little damage as a fight wears on. Late game Rogue ability costs mean nothing with the Brilliant Inspiration. So, you can spam away, and do so very quickly while flanked and/or Bloodied. Starting Attributes: Might: 10-12 Constitution: 10-12 Dexterity: 10 Perception: 16 Intellect: 17 Resolve: 10 These are where I have the attributes set, but you could lose some Perception for Constitution or what have you. Using Blunderbuss modal made early game build whiff too much for my liking. Abilities by Level: Hel-Hyraf, Dull the Edge, and Crippling Strike Escape Arms Bearer Killer's Froze Stiff, Blinding Strike Weapon and Shield Dirty Fighting The Shield Cracks, Riposte Ancient Memory Strike the Bell Silver Knight's Shields, Persistent Distraction The Long Night's Drink Confounding Blind Deep Wounds, Seven nights Ring the Bell The Bride Caught Their Ruse Imp. Critical, Her Courage Thick as Steel The Bride Slew Each Kill fed his Fury (this and The Bride Slew can be swapped for Reny Darret's Voice for a Fear debuff) Set to Their Purpose, and Deathblows This doesn't matter, but I went with Accurate Empower for Rogue abilities. Weapon Proficiency in order of priority; Blunderbuss Spear Shield (I went with Medium) Sabre/Sword/Club/Flail Gear: Primary Gear is Stalker's Presence (Spear found in Sayuka) Reckless Brigandine (Early on Blood Links works pretty well) Entonia Signet Ring The Undying Burder (belt) Nerian's Ward (Medium Shield) Death's Maw (good early and can be swapped out later in the game) Sasha's Singing Sabre Modwyr Etc. After this grab good versions of some of the other weapons you are proficient in. Early on you want a Spear and either a blunt or Slash weapon equipped along with a Blunderbuss for an opening volley with its modal on. Combat Skills: Alchemy (this is your primary Skill) Stealth (this is your secondary, and will be prioritized later in game) Athletics (just a point or two because if you go too much higher it will bring you out of bloodied state) Notes: Spear Modal + Shield + Persistent Distraction + The Silver Knight's Shields = a lot of Engagement. Persistant Distraction causes enemies to be Distracted thus gaining -5 Perception and the Flanked affliction. The Long Night's Drink add Weakened to enemies (-5 con and -50% healing recieved) and it adds -2 Might. These 2 are your Bread and butter Phrases from level 11 on. Ring the Bell, Stalker's Presence, and Deep Wounds = a lot of DoT damage being applied to your target. They melt fast if RtB lands. Seven Nights is just a mob clearer for bigger fights, and since it is a pbAoE it gets anyone you're engaged with. Flail Modal + Seven Nights for more stout targets. Club Modal to help ensure Killers Froze Stiff lands on crucial targets. Modwyr for fun. Scout the enemies to ensure you have the best weapons in your arsenal equipped. Reckless Brigandine + Nerian's Ward + Undying Burden + Entonia Signet Ring all either increase damage and/or saves and AR as you become more injured. This makes sitting in the Bloodied pocket easier. Use Second Wind and switch to a Chant including Ancient Memory or Old Siec to keep you close to the ceiling of Bloodied so that you don't get gibbed. You don't want to rely on healing from Priests, Druids, etc because they usually over heal you. Targets with high Deflection get Confounding Blind or Hel-Hyraf in order to bring them down. If you land Confounding Blind then attack with one of your ranged as well to ensure you stack the Deflection Debuff and they will melt. Early game, you leave Brisk Recitation on since you only have 1 phrase. When you get Ancient Memory you can start to swap it on and off. Then when you get to level 11 you tend to leave BR off in order to maintain 2 buffs at all times. If targets are immune to Weaken then have a Chant Ready for Dull the Edge/Her Courage Thick as Steel + The Silver Knight's Shield. The idea is maximum Engage + debuffs. Use Buffs to start combat, CC's debuffs to help reduce incoming damage, and use Seven Nights/Rogue DoT's to clean up. Swap to Sasha's Singing Sabre (if equipped) for an Empowered Seven Nights. This will let you follow up with another Chant, or get your started back to casting Set to Their Purpose again. Set to Their Purpose is your OP way of ensuring everyone is Blinded or has Ring the Bell DoT applied to them. It's the gift that keeps on giving. Riposte is there because if you aren't Bloodied/Flanked you have the chance of tossing out some damage with your slow Street Fighter recovery times. Some of the smaller fights it can be hard to get Heating Up going. If you want to do more damage go Human, and if you want to counter how squishy early game can be then go Fire Godlike. Chants in late game: Ancient Memory and Her Courage Thick as Steel. The Long Night's Drink and The Silver Knight's Shield The Silver Knight's Shield and Her Courage Thick as Steel. Ancient Memory and The Silver Knight's Shield. You won't use Dull the Edge once you get the other 4 Chants. At least I didn't. Use 1 or 4 to build health back up. Use 2 and 3 to Debuff. So, you tend to slowly switch back and forth between these depending on the situation. Pros: Easy Deathblows later game. This combined with Deep Wounds, Stalker's Patience, and Ring the Bell means you just have to hit once or twice on a target. Fair CC/heal support Solid Tank/DPS late game. Cons: Street Fighter attack speed penalty when you can't get bloodied or flanked. Somewhat Squishy early on. Blunderbuss modal turns off when you weapon swap. So, at the beginning of combat make sure it is on. Summary: That's the thrust of the build. It is really fun, and late game an absolute wrecking ball. Early on it may require babysitting a bit. I hope you all enjoy it. I have. EDIT: Alchemy is predominantly for poisons and buffs, but also for big heals if needed in a boss fight or a fight with a ton of enemies. Stealth increases Stalker's Presence DoT, and that is why you toss some late game points in there. EDIT: This is an update for version 1.1 where Brilliant has been removed thus making Set to Their Purpose not desirable. The only real difference is in talent selection on the Chanter side of things. Replace The Bride Caught Their Ruse and Her courage at levels 15 and 16 with Reny Daret's Ghost spake and Ben Fidel's neck was exposed. Replace Set to their Purpose at level 19 with Her Tears Fell Like Rain or one of the Empower Upgrades.
  4. Just a starting point / Jump off build for a effective Wizard, with a few options as to play style. Wizard / Monk (Helwalker) Difficulty: PotD Solo: Untested Race: Godlike (Nature) Helwalker Monk, to provide access to a few Monk Passives, and attacks, but primarily for Turning Wheel, and the Might / Wounds portion of Helwalker. Once you are buffed, you should be looking at +2 Power levels, +10 Might, +10 Int, +25% Action Speed, +70 Deflection, +50% Melee damage as Burn and a Large +Accuracy Bonus. Due to the nature of these spells / effects this will take about 1 second. (Set up your buffs using the shift button, so you can have them all go off, use any +Int Buff first, to increase other buffs duration). Con and Resolve are fairly safe to Dump, how low really is up to you. Since Duration based damage is going to generally be better for this build I would prioritize Perception, Intellect, Might, Dexterity. Bad Save (Con - Fort, Resolve - Will) are balanced by over the top Str (Fort) and Int (Will), and Resolves - Deflection is entirely negated with Wizard +Deflection buffs, if you do have something get into combat with you. Perception (Especially on higher difficulty) will make a huge difference as to how much of your spells actually land solidly, and there aren't any great self buffs for that stat within the build. Infuse at level 2 gets you +5 Con and Int, and should last the entire fight with one cast, and triggers Wellspring of Life. Dexterity is the other tricky one 'in class' but we want that solely for the +Action Speed, which Swift Strikes provides. Pick up the Proficiency for Arbalest, early game it can reliably knock anything on its back; and Scepters, for if you feel like generating Wounds safely, the Modal will burn you and help that way. Dance of Death, Monk 2 is great, since I would plan (at least pre - end game) on using this as a back line character, will Generate Wounds for you, and give you an Accuracy Buff. If you're using this, don't burn yourself with Scepters. Blade Turning, Monk 3, is just funny when you have 30+ Intelligence. Who needs Deflection when every swing the bads make at you, hits them instead of you, the Intelligence makes this last quite a while. Duality of Mortal Presence, Monk 4, give you +Int = to your Wounds, and upgrades at Monk 6 to add +5% per Wound Burn Damage. Monk 7 has Dichotomous Soul, which give you 2 Elemental versions of your Massively statted character. ​For Skills, I would push as much as you can into Arcana and Metaphysics. Aside from getting you access to more spells (Scrolls) including Tier 8 and 9 ones, that you can't cast normally, this is the stat for Gear for this build. Spearcaster (Arc) from the Brass Citadel, and Chromastaff (Meta) from Nemrock the Super Imp. Spearcaster is just incredible damage and Crowd Control, and Chromastaff will allow you to really start beating on things, while also giving you multiple +Powerlevel for your Evocation type spells. End game you can easily choose between a Wizard style character that just does way more Nuke than a pure Wiz could achieve, or a Monk style character, with more Offense and Defense than any normal monk, by using the Wiz side to Buff.
  5. [CLASS BUILD] Commander Shepard Sharpshooter/Bleak Walker Description: I'm Commander Shepard and this is my favorite gun build on the forums. Word of warning, you will need to pull mobs carefully! This is my attempt at creating a sniper arquebus build. What this build promises is an insane amount of accuracy (138 with passives), a cuddly meat tank you can lay your hands on and the ability to deal 200 dmg(around there, depending on immunities) per shot. To be honest, I just wanted to call it Commander Shepard and make stupid jokes. You can snipe squishy targets with this build though and it feels really good seeing the numbers pop. Spoiler: Ranger is actually really useful here. Not even joking. Race: No.1: Pale Elf (flame damage rating), Orlan for the crit (I used Elf for the resistance instead but the crit should be the best choice here) No.2: Moon Godlike (AOE heals, your pet will need it, trust me.) No.3: Wood Elf (for the resistance) Difficulty: POTD Solo: Yes Version: 1.02 Stats : 18 Might 10 Con 18 Dex 18 Per 10 Intelligence 3 Resolve Maxing might is obvious. Max Dex for action speed, Perception for accuracy. 3 Resolve because everything will hit you in PoTD anyway. Companion: Bear for tankiness. Skills: Go for hunter for the mechanics and flavor. Boost mechanics till you reach 6 so that you can unlock most chests. Dump the rest into stealth to breeze through the earlier levels and respec into Arcana right before tough boss fights for scroll usage. Metaphysics if you plan on using Nemnok Quarterstaff. History if you plan on wearing the fampyr cloak. Split evenly if you plan on using both. Proficiency: Arquebus: Meat of this build. YOU MUST PICK THIS UP. Rod: For AoE clears. Quarterstaff: For crush damage. The rest are up to you. Blessing of Berath: Highly Recommended: 50k gold +5k gold Recommended: Double Skill bonus and bonus attributes, Stormwind Sails (makes farming money a lot easier) Great if you have it: Unique Vendor (For the flame accuracy ring early on) Whatever: The rest. Gear: I will split it up into early/mid/late game for those who are newer. Early game: Weapon: Dragon's Dowry (Neketaka, Brass Citadel Vendor, the gun smithy guy, 45k+). This is why I highly recommend the 50k start. Absolutely critical to this build. You must get it asap. Above everything else. Get. It. Now. Enchant it with Volatile Runelock and Blazing Fury asap as well. Weapon 2: Watershaper's Focus, Tekehu's rod. Just pick him up from the Watershaper's guild in (Neketaka, Periki's Overlook). Note: This weapon is hard to upgrade but it's a pretty decent aoe weapon. Not too important but it's a backup weapon for those large crowds. Primal Water can be purchased from the vendors in periki overlook(sometimes) and you can loot 3 from the animancer quest in Sacred Stairs. You will need more but that's up to you to find. (I forgot where I got mine) Armor: Devil of Caroc: The plus resource enchantment from this breastplate is crucial to this build. Get it. (Periki's Overlook, Vendor, Metalwork something something if I'm not mistaken.) 25k+ Once again, it costs a lot to gear up this character. You can grab a decent alternative from Fort Deadlight by killing Benweth but ultimately you want Devil of Caroc. Necklace: Whatever you can get your hands on, I suggest the necklace you grab in Port Maje or Charm the Bones(from Neketaka vendor, forgot which one) until you can get Orishia (Flamewalker Velassi???). You can get it from a bounty. I managed to defeat him at level 11 though it is probably possible earlier. (I didn't try it) Gauntlets: Gatecrashers. For the might+2, essentially anything with might +2 is fine. The unique vendor in port maje has one such glove or you can just buy the fancier version in Neketaka, Queen's Berth. Burglar's gloves: for utility. +2mech Cloak: Cloak of Greater Deflection or Protection. Vendor Neketaka or the unique vendor, easy find. Rings: Anything to be honest. The flame accuracy ring from the unique vendor is pretty nifty for Flames of Devotion. I picked up a ring of regeneration for a bit of heal. Feel free to pick up anything else. Belt: Some generic +2 con belt or just nothing if you want to be fancy. Boots: Boots of the Stone for the affliction resistance. Alternatively, grab any boots with +stride. Helmet: Thaos's helmet. Recruit Aloth to grab this. If anyone has a better suggestion, feel free to tell me. I just picked this for ACC. I'm sure there are better alternatives so feel free to use them. Pet: I didn't bother with this too much but there was a pet that reduces recovery speed(Nalvi). Honestly, just pick a pet that boosts ACC. The name of the game is accuracy. With arquebus, you DO NOT want to miss a single shot. Consumables: Anything with summons. Buy the adragan from dark cauldron and the siren from dunnage(radiant Court) Late/Mid Game: Helmet: Serpent Crown. Kill the Queen of Neketaka. Pretty nice helmet. If you are going to end the game, I suggest killing her just for funsies. Gets you a nice helmet as well. Aloth helmet still works well either way. Belt: Maker's Own Power. For the heal. It's the troll bounty in Dunnage(Lifter's Refuge). You need to pick up the bounty quest from the NPC(Dessiral, Radiant Court) before he turns up (Lifter's Refuge). Optional. Honestly, belt doesn't really matter. If you have a good suggestion, feel free to tell me. Weapon Backup: If you can kill the guards leading to Nemnok's sanctuary, you can technically stealth your way to the treasure chest without fighting him and grab Veilpiercer and the quarterstaff(Not sure how you are going to lose aggro though). Alternative is to run a dual wield combination of the blunderbuss from Delver's Row and the pistol from Poko Kohora Ruins. They give a decent per use spell as well as a +25% dmg buff that causes your attacks to bounce. Before heading to Ashen Maw, make sure to kill Nemnok and grab the Veilpiercer bow . Pick the free recovery enchantment for the bow. IMPORTANT or you can't kill a damn thing in Ashen Maw Cloak: Giftbearer's Cloth. It's slightly south of Junvik and Nemnok. The area is called Fampyr's Crypt. Northwest corner of the map. You need to pull them one or two at a time. Alternatively, you can try stealing the cloak after clearing out the first two blocking off the passage. It's in a chest below. Honestly, it's pretty easy to kill them if you pull them properly. Equipment Procurement Guide: Gold/XP: Once again, buy four imperial long guns, buy a slightly improved sails/hulls and stock up on repair supplies. Buy the cheapest food and etc. Hunt down every ship you find and turn in the bounties. You can easily hit lvl 10+ like this. Fort Deadlight is a pretty easy quest to clear and you can stealth through most of it. Hasongo is a pretty easy quest to clear with decent drops. Clear the initial few mob pulls and just sneak through the rest of the areas. There's a triple archer mob area which cannot be skipped. Once again, free money so just kill them. Arkemyr's Mansion: No fighting involved. Just need mechanics 6 +2 from gloves, +2 from drugs or hylea blessing. Robbing your companions. Animancer's Tower: The first test is really easy to solo. The last boss can be kited easily. Gives primal water and spirit residue. Needed for Vailan faction quest so just do it. Double turn in. Primal Flame: Ori o Koiki Vendor. She sold me 5. Rathun fireships. Black Pearl: Ori o Koiki, throne room chest Pyrite: Radiant Court (the npc in the north, you have to enter another area) Orishia: Chances are your aoe still sucks so here's an easy way to grab this necklace. Stand as far away as possible from the first guard and use your ranger's mark to pull the naga. It will pull only two or so mobs in one go. You can easily snipe Flamewaker to death or just focus down the marauder. It should take 2-3 hits at most to kill the melee guy if you have Dragon's Dowry. You should pick up the adragan summon from Dark Cauldron(the arkemyr vendor, name might not be accurate) (Neketaka, Periki's Overlook). Feel free to grab the mini drake summon item from Arkemyr's mansion as well. Nemnok Fight: Bring enough potions (I used 7 minor and 3 moderate) because he is tanky. Kill the brat. Clear one side first and slowly pull the mobs. Even though it says immunity o mind effects, the siren summon is still able to dominate it. Slowly whittle him down and always stay in melee range unless you have corrode resistance. His melee attack sucks. I did it at 15. You can try it slightly earlier if you are feeling adventurous. Swap tanking with your bear/pet to allow yourself some breathing space. I had some penetration problems so I just went close range in both cases. Turn on your arquebus modal. Jaderferlas: Make sure you have Devil of Caroc enchanted for resolve afflictions. Make sure you have Veil Piercer enchanted for free recovery on crit. Make sure you have a greater ring of regeneration equipped (Neketaka Vendor, I think. Some vendor sells it.).Get a cup of coffee. Start of the fight bring her to the choke point near the pillar. Throw on your marks and just slowly fire at her. Make sure your bear is somewhere far away. Once she spawns a second wave of slime, pull her further into the choke point such that you are surrounded by slimes and she can't hit you. Her meteor shower hits targets near her so you can avoid it somewhat by being surrounded by slimes. With Pale Elf resistances, the slimes do 2-3 damage and your ring can easily heal through it. Turn on AI mode and wait for your character to kill her with Veil Piercer. Because there are slimes nearby, the additional attack from your ranger passive gives you an additional chance to crit and fire right away. Afk till she is dead. Alternatively, just sneak past her... If you do not wish to fight that warlord rathun guy, don't tell them you killed the dragon. He doesn't give much anyway... Guardian of Ukaizo: Save your buffs for the second phase. Use your bear to kite the initial adra spawns while you use your arquebus to take them out. One Flame of Devotion can kill off one adra or severely injure it. Because of your bouncing attack, your next FoD will definitely kill one or two adra, saving you that zeal point. Because I ran a Pale Elf and had 167 reflex, I mostly tanked through his fire/corrode effects attacks. I saved my Hylea's blessing for that additional +10 reflex. You can pick up a passive to boost your defenses if you want. I used my basic attacks to trigger his next phase. Just bring along like 3 major healing potions as insurance. You might end up using 1 or 2 to kill the boss, if you aren't careful. For the second phase where the giant sentinels spawn. Make sure you are right at the entrance of the island and have your bear near those statues. Just use it to kite the sentinels around all day. Third Phase( The point where you can damage the boss). Turn on blazing fury and spam all the flames of devotion you can. Use your empower to recover resources here. Easy kill. Don't even bother using Lay on Hands to heal yourself, just drink a potion. Make sure to avoid his frost puddle, I think it knocks you down. Avoid the purple ball of somethingness because why not. He has flame breaths but they will miss you. Assuming you are at a lower level than me, you can avoid it if you want. It only hits in a straight line. Ability Choices: (There might be some error here since I wrote this after a retrain, I think there's a bug which eats up your level one point.) Initial Abilities: Sworn Enemy(P), Marked Prey® 1-3: Lay on Hands, Deep Faith 4-6: Zealous Aura, Marksman, Inspired Defense, Gunner 7-9:Revive Companion(Meh), Eternal Devotion, Two-handed Style, Retribution, 10-12:Wounding Shot, Exalted Focus, Scion of Flame, Accurate Wounding Shot 13-15:Sworn Rival, Driving Flight,Uncanny Luck 16-18: Improved Critical, Virtuous Triumph, Survival of the Fittest, Tough 19-20: Stoic Steel, Concussive Shot(Meh), Exalted Endurance(Meh). Alternative: Dump wounding shot for Takedown Combo, great for the early stages, sort of. You can dump Exalted Endurance, Revive Companion, Concussive Shot for AoE defense passive and Will defense. Wounding Shot was taken because of the excess of ranger resource points, you can pick up more defensive abilities with this like the +armor rating on your bear but I feel that this build needs another activated offensive ability. Strategy: Open up with marked prey, sworn enemy ->cast a summon (adragan), use Kitchen Stove buff( if necessary, turn on your arquebus buff (it's per encounter) and then Flame of Devotion (FoD) the casters/ranged/melee in that order. Once you reach level 12/13 or so, your attacks start to bounce so you can prioritize those who have less health. Use your bear to try and distract the enemies (block choke points or just throw him at them, you can live with the bonded grief). Lay on Hands as necessary. Most of the time, if you pulled correctly, you won't have to cast your per rest abilities. Choices I Skipped: Takedown Combo: 100% dmg buff. I tried it, wasn't great. The bear rarely hits too. Doesn't give the OMG crits. Healing Pet spells: Lay on Hands is sufficient and that bear is kinda just a decoration except on rare occasions where you need it to buy extra time or block a choke point. Paladin buffs: Too short and too resource intensive. Other pet revive options: Waste of points and honestly, you only need it for that initial window. Just revive it once and tuck him in a safe corner. Pets are for petting not fighting. Why not XXX class? Chanter: Well, it would end up as a summoner build wouldn't it? Honestly, chanter is just too op and I wanted to give Ranger abilities a try. Chanter would probably fare better lul. Monk: Too op for my liking. Fighter: Interesting choice to toy with. I considered picking this but I just wanted to call this build Commander Shepard... If you were to pick fighter, I suggest picking up Charge for that delicious arquebus aoe spam. Discipline Barrage (the crit buff). Mob Stance/Cleave sort of doesn't work in generating additional hits but the recovery is nice. I don't suggest picking up Black Jacket. One arquebus is enough. Trust me. Cipher: I considered Soul Blade but soul annihilation is melee. You can test out takedown combo and soul annihilation, it might just work. The focus generation with this build is actually pretty good so a better cipher player might find this useful but not me. Wizard: No. Priest: Buffs take too long. Rogue: Sneak attacks do not pair too well but I can picture a melee range arquebus and perpetual distraction, deathblow build. You get more mobility. Druid: Why? Barbarian: Melee focused. This is a gun build. Pure Ranger:... Pure Paladin: You give up too many offensive passives. Why Ranger: Bouncing Attacks( Driving Flight): AoE for arquebus. Ranged passives and great accuracy options. (Gunner, Marksman, Marked Prey, Survival of the Fittest, Accurate Wounding Shot, Concussive Shot.) Yes, the active abilities are kinda crappy compared to other classes like rogue. Why Paladin: Obviously, the bear isn't going to survive long without heals. Lay on Hands is a great way to heal it and you (SYNERGY *thumbs up*). Flames of Devotion gives massive flame +corrode damage along with accuracy. Easily spammable too. Massive tankiness from passives. Nice aura. Final Thoughts: I just wanted a gun build to be honest. Ranger seemed pretty fun and the passives honestly aren't that bad. There were situations where I found myself really glad that I had driving flight to pair with Dragon's Dowry. My bear turned out to be really useful when I needed those precious 30 seconds. Keeping it alive wasn't hard with Lay on Hands, damage sucked though, but then it's the bear. Honestly, the paladin side really carried but the ranger side really surprised me at times during the leveling journey. Dragon's Dowry is only possible because of ranger IMO unless you have someway to generate free aoe attacks (Monk's Swift Flurry or perhaps charge.) However, you lose the benefit of marked prey and a number of accuracy buffs. With marked prey, I never missed a single shot especially with the arquebus modal of +20 acc. Sharpshooter was useful for penetration and honestly the recovery penalty was nothing. Pale Elf really surprised me as well. So many chickens used fire attacks to try and hit me. I guess that's why they are dragons. Given the abundance of points, it's possible to finish the game at 17-18, I ended up fighting the boss at 20 to try out the passives. They weren't really needed. Chanter would honestly be better here but chanter is better everywhere...nothing new there. Yes, I know it's ShepHErd.
  6. Hello everyone! I am pretty bad at theorycrafting, I completed Poe1 with Boeroers amazingly fun Schemers Needler character, but I have some problems getting the concept to work in Poe2. I was wondering if anyone had any tips or tricks or maybe even a complete build lying around somewhere to make a Priest of Skaen decent in Deadfire? RP > Powergaming for this one. But I am not above multiclassing! Thanks in advance!
  7. [CLASS BUILD] The Stress-free Master Evoker/Beckoner Description: This build is intended for people who want to have the most stress-free PotD solo run without being overly cheesy with their strats. This might not have the best DPS or the best survivability but what it does have is sustainability, great survivability and great dps without being too dependent on end-game gear. This build works smoothly from start to finish. Yes, even at level 1. Race: Whatever you fancy but here's a ranking anyway. Honestly, it makes no difference. Remember, 'Stress-free' No.1: Nature Godlike for the power levels No.2: Meh, Moon Godlike just for an easier time early on. Wood Elf is pretty nice for the resistance to affliction. No.3: Meh. Difficulty: POTD Solo: Yes Stats : 18 Might 10 Con 10 Dex 18 Per 18 Intelligence 3 Resolve Maxing might is obvious. 10 Con is honestly all you will ever need, most of your survivability will come from your shield/nemnok staff once you get it, plus your wizard spells. 10 Dex because with all that tankiness, casting super fast isn't that much of an issue compared to accuracy and duration+aoe. Max Perception because you can never have enough accuracy. Max Intelligence because of duration and aoes for your chants. Resolve is just junk. Period. Everything hits you on PotD anyway and even with 3 resolve, I have 100+ deflection without my chant buffs. That's more than enough to prevent permanent crits on you. As for status effects, just outtank them and chanter has a ton of resistance to afflictions so stuns/para/charms aren't even an issue. Skills: Go for hunter for the mechanics. Boost mechanics till you reach 4 minimum/6 if you don't have hylea's blessing or if you don't want to use it. Boost Survival till 2 or 4 for convenience sake. Everything into metaphysics after that. As for the other skills, I suggest mechanics up to 8 some athletics. You can retrain anyway so don't worry too much other than the initial two steps I managed. I will elaborate more on that later. Proficiency: Large Shield, Sabre. As you level up, flail, battle axe, quarterstaff. Whatever you have leftover doesn't matter. Flail modal is important since it gives a reflex debuff. I don't really use it much but without modal, there's really no reason to use a flail. Quarterstaff modal is useful but only once you get Nemnok's staff. Blessing of Berath: Highly Recommended: Unique Vendor Recommended: Double Skill bonus and bonus attributes. Great if you have it: 50k gold Whatever: The rest. Gear: I will split it up into early/mid/late game for those who are newer. Early: Firethrower's Glove: Unique Vendor in Port Majo(?). You need the Blessing of Berath for this. Otherwise, go for some generic +2 Might gauntlets (There's one sold in the vendor in Queen's Landing.) Burglar's Gloves: Just for the mechanics boost. Optional but quality of life item. Vendor Item (Nekataka? or Crookspur? I forgot.) Belt: Some generic +2 con belt or just nothing if you want to be fancy. Boots: Boots of the Stone for the affliction resistance Cloak: Cloak of protection/greater protection. Once again, doesn't matter too much. Armor: Depending on your gold, either the best breastplate you got or Devil of Caroc(Nekataka Vendor, Periki's Overlook) (useful throughout). Alternative is Miscreant Leather from Fort Deadlight (Benweth). Essentially you want the most armor rating for the least recovery penalty. These two options give bonus to recovery as well. Ultimately, you want to switch to Devil of Caroc for the armor rating (IMPORTANT) Weapon Mainhand: Sasha Singing Scimitar (Nekataka Vendor, Periki's Overlook). If you don't have the gold, go for the best option you have but gold shouldn't be an issue, I'll explain why later. Offhand: Best large shield you can get. Cadhu Scalth is your shield of choice (Old City, Gullet from the two cornett quest. It is possible to sneak past the boss and avoid fights if you are experienced with the area. I suggest picking up the cornett of the depths from the initial half of the old city before re-entering using the Undercroft's entrance. Complete the Delver's Row(Gullet) questline (Dereo). His questline will lead you the rest of the way.) Cadhu Scalth boosts your survivability by a LOT so it is important to get it by the late mid-game. Necklace: Stone of Power. You don't really have to buy this, I just happen on a ton of these. Great for fireball alpha strikes. Alternative is the +perception necklace in (Port Maje? or Majo) Rings: Ring of Focused Flame (Nekataka vendor, Periki's Overlook ), Kuara's Prize (Ori o Koiki , you can bribe the doorlady, at least I was able to (2000g)) Otherwise, it doesn't really matter much, only the Ring of Focused Flame is useful for this early stage. Helmet: Recruit Aloth and take his helmet. (I made him leaden key in my history) Once you unlock delver's row (Nekataka, Gullet) pay the assassin to kill the vithrack to get Whitewitch Mask. Pet: You want something that boosts your spells, perception, might or aoe. Honestly, it doesn't matter much but I settled on Nalvi in the end. I don't remember where I got him. Nalvi reduces recovery penalties. Grimoire: Ninagauth's Teachings (Arkemyr's mansion, Nekataka, Periki's Overlook). ABSOLUTELY CRITICAL and easy to get too. Walkthrough on how to grab the grimoire: Grab a thief's putty, Burglar's gloves, and rest with Hylea's Blessing to boost your mechanics to 10 artificially. Alternatively, do the quest for the vendor in the dark cauldron (in the same area) to gain entry, but you still require a degree of mechanics to pass this area easily. I forgot if there was a lock on the chest with Ninagauth's Teachings so just get your mechanics up to 4/6 as a precaution. Unlock the front door, pop your thief's putty if your stealth sucks and avoid the patrols as you head straight down the corridor. Open the main doors and head to the upper floor. On the upper floor, you will come upon an exit on your southwest. Take it and you will enter a rampart of sorts. Walk northwards to another door and enter it. Once you do, follow the path to Arkemyr's bedroom. Loot the entire room and read any notes you find. One of them give you a password to use. Equip Arkemyr's robes. Proceed back to the upper floor and this time, open the first door on the right to find an imp inside. He has a gem you can grab off him by pretending you are Arkemyr and using the password you found in his bedroom. From this point on, all the patrols won't be alerted by presence. Head downstairs to the first floor and search Arkemyr's study for another piece of note with the vault combination (middle room on the right). Once you do so, head down to the lab using the stairs. From here, head straight and take a right, you should a wheel like object you can interact with. That's the vault mechanism. If you did everything right, you can open it. Once you open it, watch out for traps etc. There's a 10 mechanics locked chest in there. Grab the quest item, the grimoire, and the figurine. Mid-game: Gloves: Firethrower's Gloves Belt: Maker's Own Power (A belt that petrifies you and heals you but I cannot recall where I got it. It's an easy bounty with a construct) Boots: Boots of the Stone or whatever you fancy, assuming your affliction resistance is taken care of. Cloak: Cloak of Greater Protection, easily found and bought from vendors Armor: Devil of Caroc Weapon Mainhand: Magran's Favor (Kohopa's Fang mini-dungeon) Right at the northern edge of the map. Slightly left of the middle line.) Shield: Cadhu Scalth. Absolutely critical, if your game is bugged, rip you. In that case, equip the best large shield or shield you can find. Alternative Weapon: Sasha (Enchanted to give empower points. Either works fine honestly.) Necklace: Orishia, gives a minor dmg shield, action speed, recovery speed, penetration, blah blah. A whole ton of stuff really. Grab it from a bounty (Flamewalker Vessali) Somewhere mid-east. Not entirely sure. Rings: Ring of Focused Flame, Kuara's Prize. Helmet: Whitewitch Mask Pet: Nalvi or whatever you fancy Grimoire: Concelhaut's grimoire (Berkana Observatory) You need to kill concelhaut for this and it will probably be a boring fight (really long). I did it around level 12 or 13? Save your raw damage spells for the right moment. Ensure you have resistance to resolve afflictions. Use ogre summons to bash him, very very slowly. When he tries to use his finger spell (that's the icon) run away from him since that spell heals him. Another key strategy is carefully pull mobs. Engage from as far as possible and run backwards, making use of the fog of war to kite the melee mobs away to the stairs. You will get it after a few tries. After grabbing the grimoire, it's not necessary to swap to it since power level 7 is the main reason to get it. End-game: Cloak: Giftbearer's Cloth. Gives defenses, additional quick item slots and weapon slots. Mini-dungeon (Fampyr's Crypt, south and slightly east of Nemnok) I suggest grabbing the resistance chant for this fight but it's doable without it. Once again, careful pulling is required since they are really a pain to deal with together. Mainhand: Magran's Favor with Cadhu Scalth Sasha (or a flail) with Cadhu Scalth Chromoprismatic Quarterstaff. (From Nemnok's questline, Drowned Barrows/Junvik Village. Northwest corner on the edge of the line) Grab the defensive and +power level enchantments. Everything else is the same. This section is optional tbh. Making Money early on: Stock up on the cheapest crew, food, water you can find. Grab four imperial long gun (dunnage and neketaka), aedryan hull treatment and cottonweave sails. Ensure your supplies are maxed and go ship hunting. Start with the easier foes first to build up crew experience. With this build you can tackle most of the ships you find in this game except for the rathun ships and Takabna. You might have to reload sometimes. Just remember to repair your ship mid fight. By farming like this, you can level easily, earn easy superb, legendary, uniques and grab a ton of experience and money from bounty quests. Ability Choices: Initial Choice: Minoletta Minor Missiles(WIZ) and a chant (CHAN) Next: Summon Skeleton. Then just grab spirit shield(PL1), mirror image(PL2), displacement(PL3). You need to rely on your grimoire for attack spells. PL3: Minoletta's Bounding Missiles (not necessary but it's reliable compared to fireball) PL4: Summon Ogre. As for chants, they don't really matter till you get to the resistance chants or the ancient memory chants. Grab Minoletta's Concussive Missiles and Ironskin. If you have Concelhaut's grimoire, feel free to retrain out of Minoletta's Concussive Missiles. Feel free to respec and get rid of skeletons at this point. PL5: Garbage. I rather passives. Ryngrim's Enervating Terror is a pretty nice pick but I didn't find much use in this build. Feel free to pick it. PL6: So Singt Thy Biting Winds o'Eld Nary (CHAN) and Minoletta's Precisely Piercing Burst. PL7: Set to their purpose they all knew their part (CHAN, requires a previous pick at PL5 I believe). ABSOLUTELY CRITICAL. GRAB THIS FIRST. At level 20, grab Set to His Bidding, the Ancient Instruments of Death (CHAN). Wiz spells from your grimoire. Passives: Potent Empower, Quick Summoning, Rapid Casting, Scion of Flame (not necessary but I'm going for the delayed fireball theme). Weapon and Shield Style. Combat Focus Chants: One Dozen stood against the power of the saint, Blessed was Wengridh, Ancient Memory, Seven Men onto the deck they went, They shield their eyes against the fampyr's gaze. There were two other chants I picked but I didn't really like them, feel free to use those two talent points for something else. One was a PL1 chant and the other was a PL5 chant. Strategy: Rely on your skeletons and ogres to coast through the ****ty phase of being a wizard. Essentially, the start and whenever you are out of spells. Powerful combos include: Empowered fireball: With your evoker power level and gloves and empower and nature godlike (if you used it, I didn't). You can severely cripple a whole mob right away. Use your ogres to bash the rest up. They hit really hard. Really. Empowered Minoletta's Concussive Missiles: Once you have this, don't empower fireballs unless they have resistances to crushing. This combo murders entire mobs even at high levels. Concelhaut's Crushing Doom: Works on every major boss except for the last one. Keeps them cced for a really really long time. Set to their purpose they all knew their part: The meat of this build. Other than the summons, this is the other reason to pick a chanter. This gives you resource points(spells). With this, you can spam as many defensive spells as you want. Eg. Arcane Reflection, Iron skin, displaced, mirrored image, spirit shield. Also turbocharges your phrase generation. You will never run out of resources period so just spam whatever you like. Summons: Ogres will get you through most of the early levels. Once you pick up the PL7 weapons summon, use that instead. Summons are really really good. Without summons, you have to cheese a lot more. With them, you can just sit in the back line and quietly heal up and watch your ogres bash them up. Empowering summons kinda suck so don't do it. Just empower your minoletta. Opening Rotation (non-PL7): Spam your defensive buffs, summon ogres, empowered minoletta. Most monsters won't be able to kill you fast with your shield and buffs so don't worry. PL7 Opening: Spam your defensive buffs, cast Set to their Purpose, empowered minoletta or delayed fireball (depends if you need them dead earlier or later). Cast your swords. Keep up your buffs and spam whatever spells you like, they won't run out anyway lol. Use Concelhaut draining missiles to heal up. You're even tankier now since you can spam arcane reflection without using up a spell point. You can basically face tank whatever you want. Reminder: Remember to check the enemy's resistances and make your own judgement as necessary. This build gives you a lot of leeway to make decisions and mistakes but that doesn't mean you don't need to think either. (Fampyrs are still annoying and running into a giant mob for no reason is still a bad idea.) Choices I Abandoned: Drakes: Worthless at the initial stage and I didn't find them worthwhile to spend two ability points on. AoE Frost Invocation: I forgot the name, it's the one with spikes and smaller spikes. I didn't want to spend two points on a purely frost spell that also relies on reflex for accuracy. Heals: With a tanky shield, all you need are your phrases and draining missiles to sustain you. Chugging a potion might be necessary from time to time. Fireball: Honestly, you can swap to the other grimoire if you like it that much. It's not a really reliable dps spell compared to the minoletta missiles series. Ryngrim: Why debuff them when you can blow them up? Your helmet has this spell anyway. Why Evoker/Beckoner: Beckoner is for the cheaper and increased number of summons. It helps a lot earlier on to have more bodies and the reduced cost ensures that even if you make a mistake, you can recover faster. Evoker is mostly for the increased power level. You can choose a normal wizard if you wish. If you do, you gain access to chill fog(instead of minoletta's minor missiles) and at PL6, you can pick up Ninagaulth Freezing Pillar instead of Minoletta. Conclusion: You still can't beat a pure wizard's empowered meteor shower but you have a lot more tankiness to afflictions and sustainability. Remember, the keyword is stress-free. With Minoletta and Delayed Fireball, you can blow everything up anyway, who needs wilting wind or meteor shower?
  8. Hey, I was wondering if I could get some advice for a possible cleric build, I was thinking about Berath/Devoted or Magran/Evoker, I'm pretty new to the PoE world and was wondering if someone could provide some advice, I will say I don't really care if the this is min/max as for my first playthrough I find myself more interested in learning the game and the story. Please let me know! Thanks!
  9. Welcome to the new and updated list of current builds from these boards. The actual list is down below (scroll down a bit). Each of the several classes and multiclasses in the game are listed below in alphabetical order (single classes first, then multiclasses), with each build listed alphabetically underneath. If there's no build yet for a class/multiclass then you won't find the class name/section. I will add those once class builds come flying in. I don't order by subclasses. If you think I should and can tell my why I will consider it. For each build you'll find a short descriptor, an indication of the game version it was built for and/or it uses gear and abilities from, and whether it has been meant or tested for solo play. --- DISCLAIMER: SOLO PLAY I assume solo play to be untested for all builds that do not explicitly mention solo play in the OP. If anyone tested any of these builds for solo play and would like their experience to be reflected in this thread, please PM me specifying the build you used, the difficulty you tried, and whether you could beat the game. Similarly, if you want your build's descriptor updated, contact us with the updated descriptor. DISCLAIMER II: THREAD NAMING/TAGGING Included in this list are only builds that got send via PM or posted with the "class build" or "build" tag or with [CLASS BUILD] in the title. Since there is so much info posted atm I can't search the forums for every untagged build/build idea that is floating around. If your build is missing, please PM me with the relevant information (link, descriptor, game version, solo play) and I will add it. DISCLAIMER III: LABELS Builds can get tagged with different labels. At the moment there are three: |HOT| marks builds that got a substantical amount of feedback from the community (in form of responses, currently 20+), |POPULAR| will be put on builds that have surpassed a certain number of likes (currently 10+). Unmaintained builds or builds that won't work anymore because of patches will get tagged with |DEPRECATED| until they get updated. If they don't get updated they might get removed eventually after some time. Builds that need a mod (for example to unlock certain subclasses that are otherwise only usable by NPCs or companions) to work will be labeled with |MOD| . --- FORMAT: Build Name [links to the build's thread] Subclass(es) Short descriptor of what the build does or specializes in. Author: The user who made the build. Game version: What game version the build was created for, and/or uses equipment and abilities from. Difficulty: On which difficulty level this build was played Solo: Whether the build is suitable or intended for solo play:"Yes [Difficulty]" - The build was either created or tested for solo play on the specified difficulty level. "No [Difficulty]" - The build was tested for solo play on the specified difficulty level and the game could not be beaten. "Untested" - The build wasn't born with solo play in mind, but for all we know it might as well work—except nobody's tried yet. Companion: Does this build fit any of the official companions or sidekicks? If "yes", just add the name of the companion/sidekick here​. Usually it's only one name I guess. If you are searching for a companion-build you can simply use the search funktion of your browser (ctrl+f) to search for a companion name. --- SINGLE CLASSES (bold=there's a build): Barbarian, Chanter, Cipher, Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue, Wizard MULTICLASSES (bold=there's a build): Arcane Knight, Ascetic, Battlemage, Beastmaster, Brawler, Brute, Cantor, Celebrant, Cleric, Contemplative, Crusader, Fanatic, Geomancer, Harbinger, Herald, Hierophant, Holy Slayer, Howler, Hunter, Inquisitor, Itinerant, Liberator, Loremaster, Marauder, Mindstalker, Mystic, Oracle, Pathfinder, Psyblade, Ravager, Sage, Savage, Scout, Seer, Shadowdancer, Shaman, Shepherd, Sorcerer, Spellblade, Spiritualist, Swashbuckler, Tempest, Templar, Thaumaturge, Theurge, Transcendent, Universalist, Votary, Wanderer, War Caller, Warden, Warlock, Wildrhymer, Witch, Zealot COMPANION & SIDEKICK BUILDS (bold=there's a build): Aloth, Edér, Fassina, Konstanten, Maia Rua, Mirke, Pallegina, Rekke, Serafen, Tekehu, Vatnir, Xoti, Ydwin Ok, fire away! ------------------------------ ----------BUILD LIST---------- ------------------------------ ---------SINGLE CLASS--------- Barbarian The Ultimate Suicide Bomb |HOT| |DEPRECATED| an offense heavy build that discards any defense to max AoE (shock) damage output Subclass: Berserker Author: dunehunter Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Cipher Dat Arsehole Ascendant A pure dps cipher build Subclass: Ascendant Author: 1TTFFSSE Game Version: 1.2 Difficulty: PotD Solo: No Companion: - ------------------------------ Fighter The Intelligent Captain a smart tactician and leader that has a lot of options and uses underrated abilities with great efficiency Subclass: - Author: Myrtillo Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: - The Undying Titan Maximizing the effect of Unbending Subclass: Unbroken (any other works as well) Author: Esajin Game Version: 1.1 Difficulty: PotD Solo: Yes Companion: Edér, Rekke ------------------------------ Monk The Flagellant A ranged dps monk who generates wounds through controlled self damage Subclass: Helwalker Author: ntavanga Game Version: 1.0 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Priest The End Bringer A powerful offensive Priest of Rymrgand, unlockable through a mod or playable with Vatnir Subclass: Priest of Rymrgand Author: Stardusk78 Game Version: 2.0 (+mod) Difficulty: PotD Solo: Untested Companion: Vatnir ------------------------------ Ranger The Arcana Archer An archer who combines certain scrolls with Frostseeker in a very effective way, dealing massive AoE damage Subclass: Ghost Heart Author: Dorftek Game Version: 1.2 Difficulty: PotD Solo: Untested Companion: Maia Rua ------------------------------ Rogue The Duelling Corsair A veritable fencer without the need for stealthy tactics Subclass: Streetfighter Author: Myrtillo Game Version: 1.0 Difficulty: Veteran Solo: Untested Companion: - ------------------------------ Wizard The Combusting Wizard Very high dps Wizard with lots of versatility for group or solo runs Subclass: - Author: eschu101 Game Version: 2.0 Difficulty: PotD Solo: Yes Companion: Aloth The Master of Missiles <no description provided> Subclass: Evoker Author: knownastherat Game Version: 1.0.2 Difficulty: PotD Solo: Yes Companion: - Tormentor of Mind and Body excellent crowd controller and debuffer Subclass: Illusionist Author: Silvaren Game Version: 4.0 Difficulty: PotD Solo: Untested Companion: - ----------MULTICLASS---------- Arcane Knight (Paladin/Wizard) The Angel of Death A dual wielding, self buffing tank with great AoE dmg Subclasses: Bleak Walker/Evoker Author: Sarnael Game Version: 1.0.2 Difficulty: PotD Solo: Yes Companion: - The Archknight Goldmagi Dual-wielding, self buffing killing machine with tanking capacity and endless zeal resource Subclasses:Goldpact Knight/Evoker Author: Enurale Game Version: 4.1.1 Difficulty: PotD Solo: Untested Companion: - The Solo Arcane Knight |HOT| What happens when you have 210+ deflection? Subclasses: Goldpact Knight/- Author: Sfzrx Game Version: 1.0.2 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Ascetic (Druid/Monk) The Fate Testarossa |HOT| |POPULAR| or: how to accidentally make your Watcher more anime than Ydwin Subclasses: Fury/Helwalker Author: Ascaloth Game version: 1.1 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Battlemage (Fighter/Wizard) Cuchulain Battlemage who focuses on Citzal's Spirit Lance Subclasses: Devoted/- Author: Cyrus Blackfeather Game Version: 1.1 Difficulty: PotD Solo: No Companion: - The Lightning Rod |HOT| Battlemage caster able to unleash calamitous amounts of lightning damage on self and foes Subclasses: -/Evoker (optional) Author: Elebhral Game Version: 1.0.2 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Brawler (Fighter/Monk) Gypsy Thunder |HOT| a harbinger of storm, mowing enemies with her lightning machinegun Subclasses: Devoted/Nalpazca Author: Giftmefood Game Version: 1.1 Difficulty: PotD Solo: Yes Companion: - The Lady of Pain |HOT| |POPULAR| DEPRECATED due to patch 1.1 High-speed, medium-armored dps great sword user Subclasses: Devoted/Helwalker Author: AndreaColombo Game Version: 1.0.2 Difficulty: PotD Solo: No Companion: - The Tornado |HOT| A brawler who's standing in a pack of enemies and spinning like crazy in order to cause as much damage as possible Subclasses: Devoted/- (vanilla or any subclass) Author: BalkothTheFeared Game Version: 1.0.2 Difficulty: PotD Solo: No Companion: - ------------------------------ Brute Guts - Frenzied Berserker |HOT| Build with great tanking possibilities, good self healing, good damage against solo targets and devastating power against crowds Subclass: Berserk/Devoted Author: seed_ls Game Version: 1.0-1.0.2 Difficulty: PotD Solo: Yes Companion: - The Lady of Endless Whispers A relentless and tempered brute, good damage and area of effect Subclass: -/Devoted Author: Kenneth77 Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: - Wiliiam "Will" Breaker A howling immortal one man army that smashes everything in its path with high hit-to-crit conversion Subclass: Berserker/Devoted Author: Vonmama Game Version: 1.2 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Contemplative (Monk/Priest) The Fists of Vengeance |HOT| does excellent single target and aoe damage and is very versatile Subclasses: Helwalker/Priest of Woedica |MOD| Author: 1TTFFSSE Game Version: 2.1 Difficulty: PotD Solo: Untested Companion: - Skaen's Godsworn Ripping enemies to shreds with Skaen's blessed weapons or your fists Subclasses: Helwalker/Priest of Skaen Author: Wolken3156 Game Version: 1.2 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Crusader (Fighter/Paladin) Bloodsail - The Pirate Paladin Crusader version: stand your ground, Devoted and Goldpact passives/heals make him very tanky; dps is good Subclasses: Goldpact Knight/Devoted Author: diamondsforever Game Version: 3.0 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Fanatic (Barbarian/Paladin) The Brutish Knight |HOT| A tanking barbarian in light armor Subclasses: Berserker/Kind Wayfarer Author: Pharaun159 Game Version: 1.0 Difficulty: PotD Solo: Yes Companion: - The Imperial Fanatic Pumping out crits with the Last Word, silencing mobs while being resistant to every affliction Subclasses: Berserker/Bleak Walker Author: Theosupus Game Version: 2.0 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Harbinger (Chanter/Rogue) The Cunning Duelist Subclasses: Skald/Trickster A hamstringing specialist capable of inflicting all types of afflictions Author: Ascaloth Game version: 2.0 Difficulty: PotD Solo: Untested Companion: - The Harbinger of Berath A tank who's using key gear, Persistent Distraction and Chanter phrases simultaneously to boosts defenses an armor rating and to unlock Deathblows passively. Subclasses: Troubadour/Streetfighter Author: Ganrich Game Version: 1.1(beta) Difficulty: PotD Solo: No Companion: - The Sweeper Agent The Sweeper's main focus is an interrupt and utility build that is tuned more towards range, but it can handle well also as a midline melee. Subclasses: Troubadour/Streetfighter Author: Metaturtle Game Version: 2.0 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Herald (Chanter/Paladin) The Fire-Breathing Drake Beathes fire with Dragon’s Dowry, summons an army of fire-breathing drakes to her side and buffs her allies with the Mith Fyr and Shared Flames Subclasses: Troubadour/Shieldbearer Author: TheMetaphysician Game Version: 4.1 Difficulty: PotD Solo: No Companion: Pallegina The Healing Wall |HOT| A main tank who doubles as powerful endurance healer Subclasses: Troubadour/Shieldbearer Author: Climhazzard Game Version: 1.0 Difficulty: PotD Solo: No Companion: - Sir Sit-a-Lot What is the most effective but laziest way of soloing PotD? Subclasses: doesn't matter/doesn't matter Author: Marigoldran Game Version: 1.1 Difficulty: PotD Solo: Yes Companion: Pallegina The Sword Singer (A) |HOT| Single or AOE tanky high melee DPS with extreme self healing, CC/offensive spells, summons, AOE healing/buffs and infinite Resources on Level 19 Subclasses: Troubadour/Kind Wayfarer Author: Voltron Game Version: 1.0 Difficulty: PotD Solo: Yes Companion: - Tuono e Fulmine |POPULAR| how to make Pallegina hit like thunder and strike like lightning Author: Ascaloth Game version: 1.1 Difficulty: PotD Solo: No Companion: Pallegina ------------------------------ Holy Slayer (Paladin/Rogue) Bloodsail - The Pirate Paladin Holy Slayer version: getting flanked an/or bloodied, utilizing Streetfighter bonuses to dish out great DPS while using Goldpacts Gilded Enmity to lessen damage Subclasses: Goldpact Knight/Streetfighter Author: diamondsforever Game Version: 3.0 Difficulty: PotD Solo: Untested Companion: - The Bleak Huntress |HOT| Sniper assassin with high initial burst damage, high accuracy and nice roleplay fluff Subclasses: Bleak Walker/Assassin Author: Voltron Game Version: 1.0.2 Difficulty: PotD Solo: Yes Companion: - The Faceless Dancer |HOT| Solo retaliation tank Subclasses: Bleak Walker/Trickster Author: 1TTFFSSE Game Version: 1.2 Difficulty: PotD Solo: Yes Companion: - The Holy Hand Grenadier Lob explosives which debuff your foes with DOTs and afflictions. Paladin defenses let you safely self-afflict distracted with the blunderbuss modal and have constant streetfigther speed bonus. Subclasses: Goldpact||Bleak Walker||Kind Wayfarer/Streetfighter Author: arkane83 Game Version: 1.2 Difficulty: PotD Solo: Untested Companion: - Stop-N-Go extremely tanky high dps build that hovers in the Bloodied/Near Death zone while stacking stand-still abilities and teleporting around the battlefield Subclasses: Goldpact Knight/Streetfighter Author: whimper Game Version: 1.2 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Howler (Barbarian/Chanter) The Lord of the Imps |HOT| |POPULAR| Summon small, squishy skeletons, smash them with Gravecaller, triggering Blood Thirst and generating an army of imps Subclasses: Berserker/Beckoner Author: Dortek Game Version: 1.2 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Inquisitor (Cipher/Paladin) The Adra Infused Duelist Fast, deadly and can strip enemy defenses down to allow allies to pummel away Subclasses: Soulblade/Kind Wayfarer Author: dbarbarian14 Game Version: 2.0 Difficulty: PotD Solo: No Companion: - The Redeemer |HOT| 2h solo character built around the synergy between paladin (high defenses and survivability), cipher (high damage) and The Whispers of the Endless Paths (AoE, Riposte) Subclasses: Soulblade/Goldpact Knight Author: Kaylon Game Version: 3.0.2 Difficulty: PotD Solo: Yes Companion: - The Three Aspects of the Inquisitor no FoD Inquisitor for solo PotD Subclasses: Soulblade/Goldpact Knight Author: Vonmara Game Version: 3.0 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Loremaster (Chanter/Wizard) The Stress-free Master |POPULAR| The most stress-free PotD solo runner Subclasses: Beckoner/Evoker Author: ppscurry Game Version: 1.0 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Marauder (Barbarian/Rogue) The Lightning Sphinx |HOT| self-buffing lightning lash Marauder Subclasses: Berserker/Assassin Author: 1TTFFSSE Game Version: 1.1 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Mindstalker (Cipher/Rogue) The Company Man Roleplaying build for PotD Subclasses: Ascendant/Streetfighter Author: Cyrus Blackfeather Game Version: 1.2 Difficulty: PotD Solo: No Companion: - The Dishonored Play like Corvo: stick to the outskirts of combat backstabbing to build up focus then firing off cipher abilities. Subclasses: Soulblade/Assassin Author: Statis_Sword Game Version: 1.0.2 Difficulty: Veteran Solo: Untested Companion: - ------------------------------ Ravager (Barbarian/Monk) The Furry Ravager Tmaximize the spamming of bonus attacks via crits and the right weapon choice. Subclasses: Berserker/Helwalker Author: thundercleese Game Version: 2.0 Difficulty: PotD Solo: Untested Companion: - The Slayer The Slayer is constantly trying to die, but is just too good at killing to have succeeded at his goal yet Subclasses: Berserker/Helwalker Author: Theosupus Game Version: 2.0 Difficulty: PotD Solo: No Companion: - The Tiny Smasher Tiny AoE damage dealer with the goal of maximizing Might and Intellect or Constitution Subclasses: Berserker/Helwalker Author: Belegc Game Version: 1.0.2 Difficulty: Classic Solo: Untested Companion: - ------------------------------ Sage (Monk/Wizard) The Burning Sage Capable of high damage magic and highly buffed melee dps Subclasses: Helwalker/- Author: Lokithecat Game Version: 1.0.2 Difficulty: PotD Solo: Untested Companion: - The Mirrorback Can shift between powerful AOE blasting, single target DPS and a "mirror mode" in which it reflects attacks and spells back at attackers Subclasses: Helwalker/- Author: whimper Game Version: 1.2 Difficulty: PotD Solo: Yes Companion: - The Lancer of Galawain Using Citzal's Spirit Lance to generate lots of wounds with autoattacks Subclasses: Shattered Pillar/- Author: Cyrus Blackfeather Game Version: 1.2 Difficulty: PotD Solo: No Companion: - Thougt and Memory Long range striker who carpet-bombs enemies with spells and pokes them from afar with Citzal's Spirit Lance + Instruments of Pain Subclasses: Helwalker/- Author: Cyrus Blackfeather Game Version: 1.2 Difficulty: PotD Solo: No Companion: - ------------------------------ Scout (Ranger/Rogue) The Deep Leap |HOT| |POPULAR| deceiving and evading AoE *booom* fake Assassin Subclasses: Ghost Heart/Trickster Author: Boeroer Game Version: 1.2 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Seer (Cipher/Ranger) The Glanfathan Soul Hunter a defensive ranged build, puppet master, high acc Subclasses: Ascendant/Ghost Heart Author: mant2si Game Version: 1.1 Difficulty: PotD Solo: Yes Companion: - One-Eyed Jack Versatile dual-wielding melee and ranged striker with crowd control capabilities Subclasses: Soulblade/Ghost Heart Author: doggiep0op Game Version: 1.2 Difficulty: Veteran Solo: Untested Companion: - The Will-Bender |HOT| Turns Whisper of Treason (and other mind control) into a highly accurate ability - and comes with a bodyguard! Subclasses: Ascendant/- Author: Braven Game Version: 1.0.2 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Shadowdancer (Monk/Rogue) A Dance with Death A seemingly fragile glass cannon that can attacks fast, dodge everything, deal with mobs, and get out of the stickiest situations alive Subclasses: Helwalker/Trickster Author: Vonmara Game Version: 1.2 Difficulty: PotD Solo: Yes Companion: - The Drunken Master Wander around in an alcohol and drug fueled stupor lulling your enemies into surrounding you then suddenly explode into motion Subclasses: Nalpasca/Streetfighter Author: Theosupus Game Version: 1.2 Difficulty: PotD Solo: Untested Companion: - The Eccentric Scepter-Trick single target dps and good debuffer Subclasses: Helwalker/Assassin Author: Silvaren Game Version: 2.0 Difficulty: PotD Solo: No Companion: - The Fast Assassin the classical rogue: a dual wielding backstabber who attacks as fast as possible and is good in debuffing enemies Subclasses: Shattered Pillar/Assassin Author: Madscientiest Game Version: 1.1 Difficulty: Veteran Solo: No Companion: - The Howitzer ranged crowd control/dps Subclasses: Nalpasca/Assassin Author: Dorftek Game Version: 1.1 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Shaman (Barbarian/Priest) The Harbinger of Doom Dark Shaman build: Burn and sacrifice yourself and enemies for Skaen's sake Subclasses: Berserker/Priest of Skaen Author: mant2si Game Version: 1.2 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Shepherd (Paladin/Ranger) Commander Shephard A sniper arquebus build with an insane amount of accuracy Subclasses: Bleak Walker/Sharpshooter Author: ppscurry Game Version: 1.0.2 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Sorcerer (Druid/Wizard) Elemental Arsenal Stay back, buff, throw a Stun/Blind/Paralyse, look for the smallest AR/Defense rating, cast, repeat. Plenty of room for adaptation, no grimoire/weapon switching, no PL to keep track of. Subclasses: Fury/- Author: Beriel Game Version: 3.0 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Spellblade (Rogue/Wizard) The Spymaster Makes use of Wizard's defensive spells as well as high Constitution to maintain Flanked and Bloodied status for the Streetfighter's speed/damage bonuses Subclasses: Streetfighter/- Author: Cyrus Blackfeather Game Version: 1.2 Difficulty: PotD Solo: No Companion: - ------------------------------ Spiritualist (Chanter/Cipher) Rymrgand's Artitst |HOT| snowballs early into a biawac of destruction and test the power of your gaming contraption Subclasses: Beckoner||Skald||Troubadour/Soulblade||Ascendant Author: Metaturtle Game Version: 2.1 Difficulty: Veteran Solo: Solo Companion: - The Siren The Siren is about control - both of your enemies and of summons - with a good amount of debuffs on top. Subclasses: Beckoner/Beguiler Author: Toadbat Game Version: 2.0 Difficulty: Veteran Solo: Untested Companion: - ------------------------------ Swashbuckler (Fighter/Rogue) Armorbreaker |HOT| Sturdy two-handed striker, focusing on high penetration estocs and area of effect capabilities Subclasses: Devoted/Streetfighter Author: Haplok Game Version: 2.01 Difficulty: PotD Solo: Untested Companion: - The Iron Hammer Fights defensively and outlasts his enemies by locking them down in engagement and picking his moment for devastating retaliatory attacks Subclasses: Unbroken/Trickster Author: Theosupus Game Version: 1.2 Difficulty: PotD Solo: Untested Companion: - The Queen's Executioner Heavy AoE alpha strikes with Oathbreaker's End with respectable single target damage to mop up Subclasses: -/Assassin Author: thundercleese Game Version: 2.0 Difficulty: PotD Solo: No Companion: - ------------------------------ Templar (Paladin/Priest) The Champion of Magran Mixes the best support spells and abilities with the strongest fire based abilities to make a strong flexible dps/support char Subclasses: Bleak Walker/Priest of Magran Author: Ansalon Game Version: 1.1 Difficulty: PotD Solo: Untested Companion: - The Dark Knight of Wael |HOT| High defense single-target damage dealer Subclasses: Bleak Walker/Priest of Wael Author: BalkothThe Feared Game Version: 1.0.2 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Thaumaturge (Priest/Wizard) Effigy's Bombardement |HOT| Caster that combines both divine and arcane magic Subclasses: Priest of Skaen/- Author: araj123 Game Version: 1.1 Difficulty: PotD Solo: Yes Companion: - The Deathless Thaumaturge - no short description - Subclasses: <any Priest subclass>/Bloodmage Author: brasilgringo Game Version: 4.1 Difficulty: PotD Solo: Yes Companion: - The Electric Dyslexic |HOT| Self-empowerment by taking in the absolute highest lightning damage you can generate through use of Maelstrom Scrolls Subclasses: Priest of Wael/- Author: Hulk'O'Saurus Game Version: 3.0 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Theurge (Chanter/Druid) The Healbot Party heal bot for heavy duty healing Subclasses: Troubadour/Livegiver Author: 1TTFFSSE Game Version: 1.2 Difficulty: PotD Solo: No Companion: Tekehu (minus the Troubadour perks) Tāwhirimātea, the God of Storms Shock, freeze, and heal in a single package Subclasses: Stormspeaker/Watershaper Author: Ascaloth Game Version: 2.0 Difficulty: PotD Solo: No Companion: Tekehu ------------------------------ Transcendent (Cipher/Monk) The Transcendent A midline skirmisher that can debuff and charm enemies Subclasses: Soul Blade/Nalpasca Author: Climhazzard Game Version: 1.0.2 Difficulty: PotD Solo: No Companion: - ------------------------------ Universalist (Druid/Priest) The Keeper of the Wheel support/ healer as well as a consistent buffer/debuffer and reliable DOT dealer Subclasses: Animist/Priest of Berath Author: Stardusk78 Game Version: 1.1 Difficulty: PotD Solo: No Companion: - ------------------------------ Votary (Monk/Paladin) Burn Baby Burn! |HOT| Gives Paladin both superb single target burst and a AoE nuking option. Subclasses: Helwalker/Shieldbearer Author: Voltron Game Version: 1.0.2 Difficulty: PotD Solo: Yes Companion: - The Eternal Votary |HOT| A tanky yet potent damage dealer for soloing PotD Subclasses: Helwalker/Paladin Author: Sharp Game Version: 1.0 Difficulty: PotD Solo: Yes Companion: - No Pain - no Brains A retaliation based build where you also retaliate against yourself. Triggers rooting pain constantly while not dying. Subclasses: Helwalker/Paladin Author: Braven Game Version: 1.0.2 Difficulty: PotD Solo: Untested Companion: - ------------------------------ Wanderer (Monk/Ranger) The Big Game Hunter Capable of inflicting massive single target damage at range with an arquebus. Subclasses: Helwalker/Ghost Heart Author: bigwillystyle Game Version: 2.0 Difficulty: PotD Solo: Untested Companion: - ------------------------------ War Caller (Chanter/Fighter) The Sword Singer (B) |HOT| |DEPRECATED| Single or AOE tanky high melee DPS with extreme self healing, CC/offensive spells, summons, AOE healing/buffs and infinite Resources on Level 19 Subclasses: Troubadour/Devoted Author: Voltron Game Version: 1.0 Difficulty: PotD Solo: Yes Companion: - The Turbocharger |HOT| |DEPRECATED| A dual wielding melee crit monster, which recovers resources, enabling it to spam charge Subclasses: Troubadour/Devoted Author: Raven Darkholme Game Version: 1.0 Difficulty: PotD Solo: Yes Companion: - ------------------------------ Warden (Druid/Fighter) The Green Knight A frontline bruiser/support/healer Subclasses: Devoted/Lifegiver Author: ntavanga Game Version: 1.0 Difficulty: PotD Solo: No Companion: - ------------------------------ Zealot (Priest/Rogue) The Undying |HOT| High risk and very high dps by stacking near death enhancing effects Subclasses: Priest of Skaen/Streetfighter Author: Dorftek Game Version: 1.2 (beta) Difficulty: PotD Solo: Yes Companion: - Let's learn with Umezawa! |HOT| Versatile and mobile Zealot, tanking on huge packs of enemies or jumping around behind enemy lines to assassinate troublesome foes Subclasses: Priest of Wael/Streetfighter Author: thelee Game Version: 1.2 Difficulty: PotD Solo: No Companion: -
  10. My run is on POTD/all levelup(only up) Helwalker / ranger The reason I am choosing normal ranger is the sharpshooter subclass is kinda weak imo. We get +15% hit->crit when target > 4m and +1 pen when target <= 4m at the cost of 10 def and 10% recovery time. Hit to crit is kinda worthless for a high-acc build, 10% recovery time is a huge debuff. Helwalker can provide +12 acc & +10 might with Dance of Death and passives. Ranger can provide very high ranged acc and some mobility to avoid taking dmg which would stop death dance. And swift flurry is amazing with weapons can do multiple hits. And there comes ranger's driving flight. In the picture, my ranger dishes our 11 dmg instances with only one mundane attack. He is level 8 right now, no driving flight yet. The weapon is called frostseeker. It normally has 3 projectiles. With Swift Flurry, 11. And it should be much more with driving flight. Also, +12 acc/+10 might improves dmg output. Updated May 19th, Well, this run is about to end, time to write a short summary. I also tested other weapons (Frostseeker is just too OP and makes the game boring) and some abilities. Core abilities: Monk: Swift Flurry, +10 MIGHT, +10INT&+50% fire dmg, +2pen&+5might (2 wounds), +12 acc Ranger: Driving Flight, +10acc(mark), +5acc(marksman), +20acc(wounding shot), +100%base dmg(knockdown combo), potential +10acc(stalker link) +10acc(survival of the fittest), and mobility Currently some good(or broken) combos: 1. Swift Flurry + Driving Flight + any weapon that do multiple hits. The most broken one is Frostseeker. It fires 3 projectiles and does aoe dmg on crit. With a very high ranged acc, Swift Flurry would chain proc and instantly kill most enemies within seconds. 2. Stunning Surge regens much more mortifications then intended. The tooltip of Stunning Surge says if the attack crits, refund mortifications cost. However, I found that a crit would +2 all monk resources (+2 morts + wounds) instead of the actual cost (2 morts). Using a weapon that can only hit 1 time, that's OK. But multi-hit weapons such as frostseeker, every crit would +2 monk resources. Thus, unlimited monk abilities. 3. Ranger Leap Shot(I forgot the name). This upgraded ability allows the ranger a 10m blink + 1 free attack. Its casting time and recovery are both close to 0. A ranger can mark on a target and instantly fire 8 times without recovery time (9 bonds total). Combined with monk goodies, it would be a ton of dmg. 4. Concussive Shot + Frostseeker + driving flight. A lot of interrupts, enemies cannot do anything. Ranged acc, The screenshot shows a 178 acc(without stalker link), that is definitely not the optimal value. My character started as 19 10 14 15 10 10 just to "play safe". I would lower some CON&RES and add more DEX&PER. You can also use Berath's Blessing to make it stronger. And I was trying to upgrade the soulbound arquebus (relatively low enchantment bonus, and inherited -5 acc). At that acc level, the base crit rate is > 50% for almost any enemy in the game( as far as I know) , which means hit->crit is less effective. Ranged dmg A hit with lvl2 soulbound arquebus(basically a normal "exceptional arquebus") 200+dmg, not so bad, and could potentially follow with some lucky swift flurry free hits.
  11. At first I started a Trickster/Soulblade main character, but I don't really like the trickster so now I'm thinking of starting a Devoted/Soulblade or an Assassin/Soulblade. Which one would make more sense to partner up with a swashbuckler (fighter/rogue) Edér if I'll focus on one handed style with swords and medium armor? Assassin/Soulblade and Fighter/Rogue has multiple ways to Flank enemies with smokes, blinding attacks and cipher debuffs, but a Devoted/Soulblade generally looks more viable with Disciplined B., Confident Aim and Cleaving Stance. Basically my planned attributes for both would be Might15, Con10, Dex16, Per15, Int10, Res12
  12. Hi guys/gals, Has anyone tried or theorycrafted a barbarian/monk combo? I could not find any post on this multiclass build. I was planning on going Barbarian/Corpse-eater (for sustainability) + Monk/Shattered-pillar (to get wounds from hits). On the paper it seems to synergize quite well with the barbarian high hit-rate + AOEs and the wounds gained from hits by the Monk/Shattered-pillar but maybe I am missing something... If you feel like it's bad, could you advise a better balanced (non glass-canon) melee build, with high burst damage, AOEs ans some croud-control? Any advice about how to level this build is also welcome Thanks
  13. I really want to play a ranger again (because I want an animal companion ), but I got a few questions first; 1. Best ranger build in your opinion? 2. Best abilities? 3. Armour type? 4. Do I..... (get mentally prepared for this question...seriously....) Do I......have to be....ranged? With a...ranger...? ((XD) If by any chance , I don't have to.....make sure the build you mention etc reflects that. )) But hey, I can do ranged if it's the only way to have an animal companion lol. Info: Probably gonna play on normal or on hard (hard more likely) in this playthrough. Finished one ranger playthrough on normal a year back or so.... Kinda getting tired of story mod re-plays. xD Not so fun anymore, I want to dive more into combat. )
  14. After playing BB4 for several hours, I'm sold on my Beguiler/Ghost Heart (Seer) Watcher. While the build certainly falls in the viable but not optimal category, it suits my character's backstory: a wandering neutral good type whose destiny is guided by spirits (often manifesting as wolves), and whose lack of enthusiasm and cosmopolitan skills are often overlooked for his grit, honesty, and kindness toward the downtrodden. This isn't set in stone obviously, as release and subsequent upgrades will probably shift it. That being said, I'd appreciate any feedback - with an understanding some decisions are RP. I plan on taking this Watcher through Hard Mode/upscaling on critical path with story companions. Seer (Beguiler/Ghost Heart) Race: Pale Elf Culture/Background: White that Wends/Mystic Pet: Ghostly Wolf Level: 9 Primary Active Skills: Alchemy, Stealth, a bit of Athletics (I may reverse the latter two). Primary Passive Skills: Metaphysics, Insight, Survival Mig: 15 Con: 8 Dex: 13 Per: 15(+1) Int: 16 Res: 10 (Again, these stats are for RP purposes. Even though the character is a backliner, I don't want to dump RES because I feel surviving in the White that Wends would require a degree of resilience. I didn't mind dumping CON a bit, though, since my character's physical development was a bit stunted, stemming from undefinable, haunting visions that kept nights long and friends fair-weather.) Weapons: War Bow, Hunting Bow, Rod (Blast), Arquebus (for alpha strikes), maybe Crossbow for interrupts. These choices will largely depend on unique weapons, but I would like to stick to bows if possible. Core Ideas: This build combines ranged damage and afflictions along with an upgraded, disposable pet that can easily move through the battlefield (immune to disengagement attacks) to disrupt enemy spellcasters and archers/gunners or help the backline in an emergency. Unfortunately, both Rangers and Ciphers are starved for ability points compared to other class combinations (no freebees beyond character creation), which can impede optimization. (Though you could also argue no point goes to waste like multi-class Fighter). Beguiler: Beguiler's range bonus (20 percent) to Deception Powers couples well with a Seer and often allows faster, safer opportunities to cast wide afflictions on mid and backliners. Ideally, enemies should always be covered in afflications (other party members like a Blast Rogue or Druid will offer redundancy), which generate Focus when attacking or casting Deceptions. This character will always initiate combat from Stealth, negating Beguiler's attack and Focus generation penalties when target is ineligible for Sneak Attack. Beguiler Abilities: Powers: Eyestrike, Whisper of Treason, Phantom Foes, Secret Horrors Eyestrike being a third level affliction right out the door is nice and Whisper of Treason offers some useful tricks with Stealth. While its effect is weak, Phantom Foes casts quickly and can cover a wide area, often hitting backliners when directed at stragglers racing to the frontlines; and since Mental Binding has fallen from grace, it gets tossed out for a passive or Ranger ability. Secret Horrors is a solid Power, which disables active abilities and lowers CON and RES, which helps Eyestrike and physical attacks land along with increasing affliction durations across the board. Passives: Beguiler, Biting Whip, Hammering Thoughts Since there's not a large choice of Powers, I picked Biting Whip and Hammering Thoughts for extra ranged damage. I skipped the 10 percent duration bonus to afflictions (name escapes me atm) since I felt having an INT at 16 and a good Focus flow was enough. Ghost Heart: A Seer Mystic summoning a fallen companion from beyond is appealing to me, and I never liked the Grieving Bond penalty, so Ghost Heart became my immediate choice. Calling the beast into Eora is quick and doesn't incur a recovery penalty, which lets the Seer immediately follow the ritual with Powers. Higher INT boosts the summon duration, extending the companion's use. Unfortunately, the skill has a short range, making timing an important factor in narrow encounters: before foes are bottlenecked but after they are engaged. (I try to time the summon into my Priest's rotation so the pet gets an inspiration while heading out.) The ghostly companion has its own set of properties, which makes it different from its living counterparts. It functions as a spirit-type with its associated strengths and weaknesses (afaik its not possible to actually see these effects) and is immune to disengagement attacks, which allows it to effortlessly swap between enemies when needed and bypass the opposition's frontliners. Ghost Hearts cannot learn the skills Heal Pet and Revive Pet, though this may not be such a sacrifice considering their hefty Bond costs and ability investment. When the pet expires due to death or duration, the Seer will not be affected by Grieving Bond, which will keep his Powers and attacks accurate. Side Note: Ghost Heart companions are handy at distracting, kiting, and blocking small side groups of enemies, and at one Bond point and short cast and recovery, can easily be summoned when necessary. A ghostly bear or antelope could make for a resilient (albeit temporary) tank. Ghost Heart Abilities: Bond: Wolf Companion, Takedown, Marked for the Hunt I chose the wolf (named 'im Volkhavaar) for my companion for RP and extra damage - lions make a good secondary choice for their increased attack speed. Takedown disrupts enemy backliners and can be upgraded for extra PEN or a damage boost. Marked for the Hunt deserves its own mention. Its baseline ability (Marked Prey) is far superior to Wounding Shot: the latter has been repeatedly nerfed, the Wounding effect doesn't generate Focus, and spending two ability points for a level one affliction or a selfish accuracy buff is a waste in a crunched build. Marked Prey and Marked for the Hunt never miss, cast fast, have no recovery, and last as long as the marked target; and Ciphers always appreciate more accuracy. Marked for the Hunt transfers the effect when the marked foe is killed, and combined with the Ghost pet's immunity to disengagement, allows the strange apparition to safely move to the next target - often messing up enemy pathing for a brief time. The ability's jump-on-death effect seems to have no limit, which helps cut down on Bond points in longer battles; however, it can vanish if its next target dies too fast. Passives: Ghost Heart, Marksman, Merciless Companion, Vicious Companion Marksman plus Marked Prey/Marked for the Hunt synergize, giving the Seer a +15 bonus to accuracy from over four meters away; and as mentioned earlier, Beguiler's ranged bonus to Deception powers lets him stay a touch back. The Companion passives are there to increase damage, add PEN, and apply a moderate Sneak Attack bonus, which will be triggered often. Rotation Example Start the battle in Stealth with an Arquebus (modal on). If possible, position your frontliners in a way that can open a path for the pet. Begin the frontline engagement/prep inspirations/shoot a long-range foe with your Arquebus to generate some Focus. By using an Arquebus, recovery is at 0. Follow the shot with Marked for the Hunt on a ranged foe (no recovery), then summon your pet (also no recovery). (Note: Marked for the Hunt breaks Stealth, which is why I shoot before using it. Casting Deceptions from Stealth can be useful, but recovery can significantly hinder the rotation.) Have your pet attack or use Takedown on the Marked foe depending on the circumstance, then cast Phantom Foes on an enemy that gives the most coverage. Follow this by swapping to a bow or rod, then work to cast Secret Horrors and Eyestrike. Follow Marked for the Hunt as it bounces through enemies and focus fire for the best effect. Continue casting Deceptions, attacking marked targets, and summoning when needed. --Will add other thoughts and variations after waking up. Thanks for reading.
  15. Hi there! I'm new to PoE and looking for some advice/answers to questions regarding the rogue and party play, without getting spoilers on skills/spells/story. I started playing yesterday (on normal for now) and chose the rogue as my main character. I want a character for high single target DPS with the ability to pick locks, sneak, disarm traps and strike from the shadows. Classical RPG-rogue. I read through some explanations regarding stats and attributes and I think I understand most of it already. My questions though are: - Is sneaking to enemies and striking them from the back with bonus damage a thing later on? I managed to do it in the intro, when that fighter girl from the caravan engaged first and I wonder if it's that doable later on as well - Might or Dex as main attribute for a dagger using stealth melee rogue? Seems like Dex with extreme high attack speed could be super powerful against casters with all the interrupts I'm planing on playing with a party, as it's my first playthrough. I know there will be some companions to recruit, but I also know that I can "create" my own mercenary guy. Is it possible to set up a group with all self made characters instead of using the predefined people you meet? If so, I would love to have following party setup and would like to know if it's possible/viable: Paladin with 2H as an off tank/supporter to bind 1-2 enemies and help the party. Fighter with 1h+shield as Main Tank with lots of defense and the ability to bind as many enemies as possible. Classical "Mage" with lots of offensive power and AoE, maybe a summon as well? "Support Caster" (not sure what class, pls recommend something): Should have some CC, some buffs, some debuffs, maybe summon? Offense/defense doesn't matter. Priest as Healer/Buffer/Debuffer My char (Rogue) as pure single target DPS. - Do I need to focus on all defensive stats or is reflex enough to not get hit by AoE frequently with my rogue as the two tanks should ideally tank everything? - If my rogue uses daggers, should I focus on axe/mace for my tanks to have more ways to get around enemies DR? - Is the religion thing on Paladins/Priests important for their skillset or is it more a flavor thing? Thank's in advance and cheers!
  16. Hiho! I'm Jahz and I'm new to this forum and PoE. I have to start with - "Sorry for my english", couse it can suck at times. Okay, now before I post my question I need to give you guys some background: I haven't played a lot of old-style cRPG games. Only a few quite a long time ago already and tbh I never was a smart man, more of a straighforward one so I need some help from you guys. By not being smart I mean - I suck at micromanagement of my characters and figuring out good tacticks to use, so I'm probably going for normal difficulty and I'm not realy looking for MIN/MAXing my character, I prefer a little more balanced one. Mainly I have problem with deciding which class to start playing with, which race would be best for it and some build examples or tips for building my beloved avatar. Let's start with my playstyle: I love playing a melee characters, with some mix of magic added to them and optional ranged in some situations. As for weapons I go mostly for 2handed swords and scythes (which are not included in this game if I'm right ). I also have an affinity for animals and nature. As for the last part I prefer being a DPS class with some light/medium armor options. Mostly light one probably. So now we can easily limit our class choices to: - cipher - becouse it would be best fit for melee/magic style I think - ranger - has a combat pet, duuuh~ xD - druid - with this one I would be leaning more towards some kind of shapeshifter focused build. - if there is a class I missed out by accident then please add it in your post too! And now - could you guys tell me, which one would be best for a beginner and my playstyle? How to build my character up? Which skills to take, talents, attributes etc? Should I micromanage my NPC companions too? Or is their auto level system pretty good? Which race would be a best pick for those classes (I was mostly looking at the Orlan, Godlike or Elf race)? I hope you all can push me in the right direction to make that first run of mine a great experience!
  17. Hello Forumites, I discovered this great game just recently and am loving it to death. However, suffering from chronic altitis, I've not made it beyond Act II yet. On the plus side, I've had plenty of opportunity to test game mechanics (unless they unexpectedly change mid-game..). To put my build plan into context, here's what I've found so far (playing on hard): - It seems possible to run 2 tanks + ranged DPS if you keep the DPS stealthed at the beginning of combat (of course, doors make things way easier) - to have good dialogue options, it seems helpful to have at least two of high PER / high INT / high RES - at least at low levels, the party should function without mandatory per-rest abilities, since only a few camping supplies can be carried - hiring at least some custom hirelings is beneficial Now on to building an appropriate tank PC, for which I'm asking your advice: Priorities: Defenses > Utitlty > DPS Class: Paladin (DPS classes are already good on CC, but having a few strong per-encounter heals/buffs seems really helpful. Plus, high defenses.) Race: Since I want to maximize saving throws, I think Wild Orlan, because their racial seems to amount to a free +10 will whenever will is targeted. Please don't lough about a Wild Orlan Paladin, Mini-Wookies can be proud and honorable, too. Stats & SAVES (not including paladin bonuses): - 13 MIG, 18 CON, 3 DEX, 17 PER, 7 INT, 20 RES - Fortitude: +22 from stats - Reflex: +0 from stats, +22 from Weapon and Shield Style - Will: +14 from stats, +10 from racial ability Questions: - Is it feasible to go Shieldbearers with this low INT? Personally, I prefer them over Kind Wayfarers because their dispositions feel more disciplined, so this is mostly about RP. - Are the opportunities to push dispositions halfway evenly distributed throughout the story? I've got the subjective impression that "benevolent" seems overly present, but I might be wrong... - Does this build seem overall feasible? Any advice?
  18. Paladin {me} Godlike: Moon -> Darcozzi Paladin -> Orlan: Wild -> Slave Culture: Old Valia Stats: high RES, high INT, high MIG, normal PER, low DEX, normal CON Abilities: Lay on Hands, Zealous Endurance, Liberating Exhortation, Inspired Liberation, Reviving Exhortation, Greater Lay on Hands, Talents: Weapon & Shield, Superior Deflection, Hold the Line, Cautious Attack, Deep Faith, Sacred Immolation, Scion of Flame Weapon: Shatterstar, Larder Door Fighter ~ Godlike: Fire -> -> Slave Culture: Living Lands Stats: high MIG, highCON, normDEX, normPER, lowINT, highRES Abilities: Disciplined Barrage, Armored Grace, Confident Aim, Critical Defense, Vulnerable Attack, Unbroken, Savage Attack, Take the Hit, Talents: Two-Handed Style, Apprentice's Sneak Attack, Weapon Focus & Mastery: Adventurer, Bull's Will, Scion of Flame Weapon: Spectacular Spetum/ Grey Sleeper Rogue ~ Moon Godlike -> Dwarf: Boreal -> Laborer Culture: The White That Wends Stats: highMIG, normCON, highDEX, highPER, lowINT, normRES Abilities: Crippling Strike, Reckless Assault, Deflecting Assault, Dirty Fighting, Vicious Fighting, Deep Wounds, Finishing Blow, Adept Evasion, Death Blows, Vulnerable Attack, Finishing Blow, Lethal Blow Talents: Weapon & Shield, Superior Deflection, Weapon Focus: Knight Weapons: Battle Axe {We Toki} Ranger ~ Moon Godlike -> Orlean: Hearth -> Slave Culture: Living Lands Stats: highMIG, normCON, highDEX, highPERS, lowINT, normRES Abilities: {Pet: Bear} Wounding Shot, Resilient Companion, Vicious Aim, Stalker's Link, Arrow Sense, Defensive Bond, {lvl 11 retrain: Antelope} Resilient Companion, Strengthened Bond, Stunning Shots, Twinned Arrows Talents: Gunner, Penetrating Shot, Apprentice's Sneak Attack, Weapon Focus: Ruffian {lvl 11 retrain} Marksman,Weapon Focus: Adventurer, Apprentice's Sneak Attack, Bull's Will, Mental Fortress Weapons: Blunderbuss/Pistol until lvl 11. Chanter ~ Moon Godlike -> Elf: Wood -> Slave Culture: Old Valia Stats: highMIG, normCON, highDEX, normPER, highINT, lowRES Abilities: At the Sight of their Comrades, their Hearts Grew Bold; White Worms Writhed in the Bellies of the Dead; Dull the Edge, Blunt the Point; The Thunder Rolled Like Waves on Black Seas; Sure-Handed Ha Nocked Her Arrows with Speed; At the Sound of His Voice, the Killers Froze Stiff; Rime and Frost Followed the Footfalls of Karth, Shatter their Shackles; Cast off their Chains, Aefyllath Ues Myth Fyr; Oh, But Knock Not on the Door of Urdel and Gurdel; The Dragon Thrashed, The Dragon Wailed; Seven Nights She Waited While the White Winds Wept; Seven Nights She Waited While the White Winds Wept; They Shielded Their Eyes 'Gainst the Fampyr's Gaze; Their Champion Braved The Horde Alone; Talents: Fast Runner, Shot on the Run, Marksman, Weapon Focus: Adventurer, Scion of Flame, Secrets of Rime, Apprentice's Sneak Attack Weapons: Ranged {Cgadob's Hazel} Priest ~ Fire Godlike -> Elf: Pale -> Slave Culture: OId Vailia Stats: highMIG, normCON, lowDEX, highPER, highINT, normRES {About 6ish will be retraining: highMIG, normCON, highDEX, normPER, highINT, lowRES } Abilities: Deity: Eothas, Inspired Radiance, The Hope Eternal, Bonus 2nd lvl Spell, Heart of the Storm, Bonus 3d lvl Spell, Bonus 4th lvl Spell Talents: Weapon & Shield Style, Scion of Flame, Superior Deflection, Weapons: Ranged Grateful for you sharing your time and Gravity. May you ask the Goddess to eternally alight your path. Please feel free to criticize my planned party. According to many Fighters are better tanks simply for the engagements. However being a Paladin, and the non-rogue dps to be ranged, is of want by me. Other than that everything is changeable.
  19. Hello all. I'm towards the beginning of a Cipher run, and believe it or not, I've never played a Cipher before (I know, they're supposed to be amazing, but I'm just getting around to it). Now, I'm at the point where I need to start making some real commitments to what direction I'm going to take my character in, but I'm split between two: 1. Crazy Awesome DPS 2. Crazy Awesome Crowd-control As you can see, either would be crazy awesome. But essentially, my character could go either way and, since I have zero experience with Ciphers, I was just wondering what the masses would suggest. Of the Cipher powers, which ones do you think are more effective, which ones work well with a party set-up (I'm probably going to stick mostly with Eder, Pallegina, Aloth, Durance, and Kana - I'm thinking of carrying this character over to Deadfire), etc.? Just FYI, my build is as follows: Meadow Folk Might: 16 Constitution: 9 Dexterity: 10 Perception: 15 Intellect: 18 Resolve: 10 And I'm playing on Hard. All suggestions are welcome.
  20. @moderator: Not sure if this should go in the builds section or here, so, if needed, you can move it. Hey, I'm newish to this type of game (at least the DnD style of character building), but certainly not new to RPGs in general. I also play Tyranny, but the build system is less complex there. I understand the various stats, so, it's not an issue of understanding them, but knowing how to build them well, and also difficulty deciding how best to build them or something. So, my question is, what builds are recommended for the story companions (as opposed to the hireable build-from-scratch companions)? I'm trying to figure out how best to build (or at least re-spec) them as I've read that they aren't built very optimally, though Aloths stats are pretty good and would be fine with pretty much anything. I'm currently playing on easy and I have the White March 1 and 2 DLC, running v3.05. My current character is a rogue. Also, I've looked at the build compilation thread in the build section and found some that might work. I've also looked at this steam guide, however, I was told that that one is overrated, and I've noticed that it's out of date. Oh, and another thing, I've seen in that guide that the guns suck now, but I see a few gun based builds in the build compilation thread. My thoughts on what I'd like to use, or fits best or something or would work best. Hearth Orlan Rogue (my character): 'don juan rogue'. This is similar to the Caleb build in the steam guide that I linked. Aloth: witted wizard (Fits his high int stats) Durance: 'fire priest', well, he IS a priest of the fire goddess. Though I kind of want a dedicated healer/buffer rather than a damage dealer (potshots are okay though). Eder: Can't decide on one. Hiravias: Don't know what build to use. Sagani: storm and plague caller maybe, not sure. Kana: chillfog? I think he's more of a support/buff role? Not sure. Grieving Mother: Controller type? Not sure how her class should be used or what build. Pallegina: Don't know what build. OR, should I stop worrying too much and just wing it? editwhiletyping: Dang preview post keeps eating the links.
  21. I would like a balanced and damage oriented Ranger with the ability to (off)tank need should arise. So, for sure I need Might to deal damage, Dex to DPS, Per to crit and reflexes, Int for skills and Res for melee survive-ability. You see where I'm going... Might and Dex or Per should be maxed (18ish), but then I only have a bunch of points for Dex or Per, Int and Res. And no, dumping Con it's a baaad idea IMO. Now, I could forget to increase Res (and probably regret it first time I enter in melee) but still, Dex/Per and Int aren't gonna be as effective. I tried with a: Migh 18 Con 10 Dex 14 Per 18 Int 10 Res 10 Melee hurts bad and my skills are not as effective as I would dream. So I am asking the opinion of some of our RPG experts. 1. Which stats are easier to keep up by other means than char-gen? 2. What is most important to achieve the results I am aiming for? 3. In the aforementioned build, should I keep Dex at 10 and put those 4 points in Int? 4. Wood elf is good at ranged but I would go Human for more balance, is that ok? 5. What advice you have for me? Thank you! ^^
  22. Hi again all, I finally got quite curious about Ciphers, and I would like to play one as MC for my next run (should be in hard mode, temptatively 4 people party but to be seen). The idea is that I want to play a ranged Cipher without too much micro management, and with a specific roleplay / background. Race would be pale elf, with the concept of a lonely "cursed" hunter having to leave home weapons : arquebuse (or BB but Arquebuse preferred regarding background / roleplay), bow, pike (2h sword as an alternative) I was wondering which stats and talents would be appropriate ? Do you think this could result in a gimp MC with all my specific background (especially on hard mode with a small party) ? I don't know Cipher skills at all so difficult to choose without risk. I know this must have been said many times, but I can't find a build close to this one on the forum. Again many thanks for your great insights. Aginorh
  23. New to PoE and I'm having a hard time figuring out which attributes are important for a barbarian. It seems like there is a lot of conflicting information about stats on the forums because they all support different builds and play-styles. Back in the day I would have just restarted a thousand times to try out all kinds of creations but I don't have the time or patience for that anymore. So if you don't mind, a little help to get me started would be much appreciated. This looks like a great game and I can't wait to dive in. So far I think I'm set on a pale-elf two-handed offtank barbarian on hard difficulty. Good damage but not as squishy as a rogue or cipher and his AoE will help with the extra number of enemies. I get that INT is important, but how much is too much? I mean, I don't think putting another 1 or 2 points into INT is worth it just to catch that one extra enemy in carnage, right? But where is the cut-off point? What is better for survivability, CON or RES? I've seen builds that dump CON in favor of RES but that just doesn't make sense. Why go through all that trouble to negate the barbarian's weak deflection when you can just play to their strength and go more CON for a larger health and endurance pool? But maybe I'm wrong. MIG, DEX, or PER? I've seen builds that will dump two and max one of these but they never say what play-style they are going for to support their logic. Seems like MIG is the obvious answer but maybe landing hits with PER or hitting more with DEX is more advantageous. I'm not really one for min/maxing, but which attribute can safely be lowered a bit?
  24. Hi guys, thanks for checking out my topic. I'm a new player and I just picked up PoE last week. I've gotten to the first town and messed around a bit but I'm having a bit of restartitis since there's a lot in this game to consider. I'm a very "Plan my play through" type of person so I want to know what build, items, party members, etc that I'll be going for. I play like this because the worst feeling for me in a game is regretting that I didn't make a different choice. Here's an example: I start playing a fire based Paladin only to find out that Paladin's main abilities are blue fire, which doesn't mesh with the aesthetic I want (true story). So I'd like to take some advice from you veteran's if you're willing to give it, so that I can actually get into this game in earnest. The first challenge is the party members. I'm very partial to story companions in games like this, so I do not want custom companions. This is a challenge because I prefer my groups to be diverse (race, gender, class) and to make sense in terms of gameplay (Even mix or range/melee, tank, healer, etc). The companions I am interested in are Eder, Aloth, Hiravias, Sagani, Pallegina, Durance, and maybe Grieving Mother. I really like Eder's personality, and I enjoy those with unique aspects (Pallegina, Hiravias, Sagani). Aloth, GM, and Durance are all being considered more because I've been told that they are important to the story than for any other reason, although I do think it necessary to have wizard and healer type characters in my party. Note that if I leave out Durance or Aloth it will most likely be due to me replacing them as I'll get to in a moment. So I ask you guys, what do you think a reasonable party is for me? Are Aloth/Durance/GM important enough to keep around? Or can I leave them in my stronghold and occasionally talk to them to get the same value? The next challenge is my class, which I've been having a ton of trouble with. Paladins are my bread and butter, I play them in every game where they are an option, and the next closest option if they aren't. This is my first experience with a game that messed up paladins so badly for me that I'm being forced to go elsewhere. Blue fire when every other bit of fire is orange? All of their best gear is bright green? No spells? It seems like their only role is to be a tank support, but if they are up front tanking then the only person receiving support is the fighter, and if they are in back supporting the ranged then their tankiness is somewhat wasted. Paladins in this game just feel like a drunken thematic rainbow that has no solid direction. /rant With that in mind, you know that I want to play the closest thing to feeling like a paladin from other games as I can get. I've narrowed it down to Barbarian, Wizard or Priest. Note that I like spells, and I especially like Firebrand, so that will be a staple of my character. The ideas are as follows: Barbarian: Off-tank using Flames of Fair Rhian and Dragon's Maw, switching to Firebrand to deliver the pain when needed. Interested in the ring of combusting wounds and other spellbound items/armors since Barbarians lack spells entirely. I really like the orange ability effects of the barbarian and their AoE nature. However, as a paladin "main" I find I have a great distaste for being known as a barbarian, and I find it hard to shake that feeling. I see their icon of crude weapons crossing a blood red skull and I throw up in my mouth just a little. Wizard: Self-buffer melee build with nice spells and Firebrand, probably a scepter or something before I get in melee. I'm very mixed on Wizard because most of their spells I have no interest in using, but the ones I like give me vast amounts of pleasure. Citzals Martial Power in particular looks amazing. However, their reliance on "blue" buffs like DAoM, arcane shield, etc turn me off greatly. The more I look at this the more I think Aloth could pull off a blue ice themed build with the spirit lance much better (though his starter spells are rubbish). Priest: Not entirely sure, but something like Abydon's hammer for spells into Firebrand when I need to conserve spells or when I run out. Priest seems like the logical alternative to Paladin, but I have similar or perhaps even greater issues with them as the wizard. I don't like having a bunch of spells that I have no interest in casting. I suppose the benefit of priest is that most of their spells fit a single theme (unlike wizards with frost/fire/arcane/corrosive/etc) but still. I'm not really sure how good priests are at buffing themselves vs supporting the party, but I think it would be nice to play one so long as I'm not just a buff bot for everyone else. So what do you guys think? As a barbarian all the party members I'm interested can be used, and as a wizard/priest obviously Aloth/Durance are no good. What class do you think will sate my paladin lust best? Which party members do you think will work best both for that character and story wise? Thanks very much for any help. If you have questions for me I will do my best to answer. Edit: I'm playing on Hard by the way, I tried POTD but it was a little too much. Also, Mobile was unkind to me when I typed this, there might be auto correct errors.
  25. As the title says. I'm playing pathfinder with friends but do only have a few months of experience with Dungeons and Dragons. So far I have played as a dragonborn sorcerer and a halfling warlock in two different campaigns. Sadly enough, the dragonborn sorcerer campaign seems dying out (we don't get together as much) and apparently the chance that my halfling warlock dies in the next session is really high. Thus I'm looking at a new character. I am looking to create a necromancer cleric/gunslinger build. I want my character to be able to shoot guns from a distance and raise the dead. I believe because of this I will not be able to heal though (positive energy/negative energy). Within this multiclass I want more focus on the necromancer side of this multiclass build. I need someone who can give me a start, a place to look. Domains, spells, grit, guns, race, how can I best combine these two classes? I am not aiming to create a power play build. Thank you so much!
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